1 uniform sampler2D uTexGarbage;
2 uniform sampler2D uTexMain;
3 uniform samplerCube uTexCubemap;
8 #include "common_scene.glsl"
9 #include "motion_vectors_fs.glsl"
13 compute_motion_vectors();
15 vec3 vfrag = vec3(0.5,0.5,0.5);
16 vec4 vsamplemain = texture( uTexMain, aUv );
17 vec3 qnorm = aNorm.xyz;
18 vfrag = vsamplemain.rgb;
20 if( g_light_preview == 1 ){
24 vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );
25 oColour = vec4( vfrag, 1.0 );
27 vec3 halfdir = normalize( aWorldCo - uCamera );
28 vec3 reflectdir = reflect( halfdir, qnorm );
29 oColour = mix( oColour,
30 vec4(texture(uTexCubemap,reflectdir).rgb * uColour.rgb, 1.0),