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[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / viewchar.fs
1 out vec4 FragColor;
2
3 uniform sampler2D uTexMain;
4 uniform vec3 uCamera;
5
6 in vec4 aColour;
7 in vec2 aUv;
8 in vec3 aNorm;
9 in vec3 aCo;
10 in vec3 aWorldCo;
11
12 #include "common_world.glsl"
13
14 void main()
15 {
16 vec3 vfrag = texture( uTexMain, aUv ).rgb;
17
18 // Lighting
19 vec3 halfview = uCamera - aWorldCo;
20 float fdist = length( halfview );
21 halfview /= fdist;
22
23 vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);
24
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 );
29
30 float opacity = clamp( fdist, 0.1, 1.0 );
31
32 FragColor = vec4(vfrag,opacity);
33 }