1 uniform sampler2D uTexMain;
10 #include "common_world.glsl"
11 #include "motion_vectors_fs.glsl"
15 compute_motion_vectors();
17 vec3 vfrag = texture( uTexMain, aUv ).rgb;
20 vec3 halfview = uCamera - aWorldCo;
21 float fdist = length( halfview );
25 vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);
27 vec3 total_light = newlight_compute_ambient();
28 vec3 world_light = newlight_compute_world_diffuse( qnorm );
30 float world_shadow = newlight_compute_sun_shadow( vec3(1.0) );
31 total_light += world_light * world_shadow;
33 vfrag = apply_fog( vfrag * total_light, fdist );
35 float opacity = clamp( fdist*fdist, 0.0, 1.0 );
36 oColour = vec4(vfrag,opacity);