much better implicit IK solver
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / viewchar.fs
1 out vec4 FragColor;
2
3 uniform sampler2D uTexMain;
4
5 in vec4 aColour;
6 in vec2 aUv;
7 in vec3 aNorm;
8 in vec3 aCo;
9 in vec3 aWorldCo;
10
11 #include "common_world.glsl"
12
13 void main()
14 {
15 vec3 vfrag = texture( uTexMain, aUv ).rgb;
16
17 // Lighting
18 //vec3 halfview = uCamera - aWorldCo;
19 //float fdist = length( halfview );
20 //halfview /= fdist;
21
22 //vfrag = do_light_diffuse( vfrag, aNorm );
23 //vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );
24 //vfrag = do_light_shadowing( vfrag );
25 //vfrag = apply_fog( vfrag, fdist );
26
27 FragColor = vec4(aNorm,1.0);
28 }