uniform sampler2D uTexMain; uniform vec3 uCamera; in vec4 aColour; in vec2 aUv; in vec3 aNorm; in vec3 aCo; in vec3 aWorldCo; #include "common_world.glsl" #include "motion_vectors_fs.glsl" #include "depth_compare.glsl" void main(){ depth_compare_dither(); compute_motion_vectors(); vec3 qnorm = aNorm; vec3 diffuse = texture( uTexMain, aUv ).rgb; vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 ); float dist = distance( aWorldCo, uCamera ) - 0.08; float opacity = clamp( dist*dist, 0.0, 1.0 ); oColour = vec4( composite, opacity ); }