uniform sampler2D uTexMain; uniform vec3 uCamera; in vec4 aColour; in vec2 aUv; in vec3 aNorm; in vec3 aCo; in vec3 aWorldCo; #include "light_clearskies_stddef.glsl" #include "common_world.glsl" #include "motion_vectors_fs.glsl" void main() { compute_motion_vectors(); vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0); vec3 diffuse = texture( uTexMain, aUv ).rgb; vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 ); oColour = vec4( composite, 1.0 ); }