3 uniform sampler2D uTexGarbage;
4 uniform sampler2D uTexMain;
14 #include "common_world.glsl"
18 vec3 vfrag = vec3(0.5,0.5,0.5);
19 vec4 vsamplemain = texture( uTexMain, aUv );
20 vec3 qnorm = normalize(aNorm);
22 if( vsamplemain.a < 0.15 )
25 vfrag = vsamplemain.rgb;
27 if( g_light_preview == 1 )
33 vec3 halfview = uCamera - aWorldCo;
34 float fdist = length( halfview );
37 vfrag = do_light_diffuse( vfrag, qnorm );
38 vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );
39 vfrag = do_light_shadowing( vfrag );
40 vfrag = apply_fog( vfrag, fdist );
42 FragColor = vec4(vfrag, 1.0);