1 uniform sampler2D uTexMain;
10 #include "common_world.glsl"
11 #include "motion_vectors_fs.glsl"
12 #include "depth_compare.glsl"
15 depth_compare_dither();
16 compute_motion_vectors();
19 vec3 diffuse = texture( uTexMain, aUv ).rgb;
20 vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );
22 float dist = distance( aWorldCo, uCamera ) - 0.08;
23 float opacity = clamp( dist*dist, 0.0, 1.0 );
25 oColour = vec4( composite, opacity );