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[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / character.fs
1 out vec4 FragColor;
2
3 uniform sampler2D uTexMain;
4 uniform vec4 uColour;
5 uniform vec3 uCamera;
6
7 in vec4 aColour;
8 in vec2 aUv;
9 in vec3 aNorm;
10 in vec3 aCo;
11 in float aOpacity;
12
13 #include "common_world.glsl"
14
15 void main()
16 {
17 vec3 vfrag = texture( uTexMain, aUv ).rgb;
18
19 // Lighting
20 vec3 halfview = uCamera - aCo;
21 float fdist = length( halfview );
22 halfview /= fdist;
23
24 //vfrag = do_light_diffuse( vfrag, aNorm );
25 vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );
26 vfrag = do_light_shadowing( vfrag );
27 //vfrag = apply_fog( vfrag, fdist );
28
29 FragColor = vec4(vfrag,aOpacity);
30 }