1 uniform sampler2D uTexGarbage;
2 uniform sampler2D uTexMain;
6 const float CLEARSKIES_LIGHT_DOT_MIN = 0.4;
7 #include "common_scene.glsl"
8 #include "motion_vectors_fs.glsl"
11 compute_motion_vectors();
13 vec3 vfrag = vec3(0.5,0.5,0.5);
14 vec4 vsamplemain = texture( uTexMain, aUv );
15 vec3 qnorm = aNorm.xyz;
17 if( vsamplemain.a < 0.15 )
20 vfrag = vsamplemain.rgb;
22 if( g_light_preview == 1 ){
26 vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );
27 oColour = vec4(vfrag, 1.0);