3 uniform sampler2D uTexMain;
12 #include "common_world.glsl"
16 vec3 vfrag = texture( uTexMain, aUv ).rgb;
19 vec3 halfview = uCamera - aWorldCo;
20 float fdist = length( halfview );
23 vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);
25 vfrag = do_light_diffuse( vfrag, qnorm );
26 vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );
27 vfrag = do_light_shadowing( vfrag );
28 vfrag = apply_fog( vfrag, fdist );
30 float opacity = clamp( fdist, 0.1, 1.0 );
32 FragColor = vec4(vfrag,opacity);