1 uniform sampler2D uTexMain;
10 #include "light_clearskies_stddef.glsl"
11 #include "common_world.glsl"
12 #include "motion_vectors_fs.glsl"
16 compute_motion_vectors();
18 vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);
19 vec3 diffuse = texture( uTexMain, aUv ).rgb;
20 vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );
22 oColour = vec4( composite, 1.0 );