layout (location = 0) out vec4 oColour; uniform sampler2D uTexMain; uniform vec4 uColour; in vec2 aUv; in vec4 aNorm; in vec3 aCo; #include "motion_vectors_fs.glsl" #include "depth_compare.glsl" void main(){ depth_compare_dither(); compute_motion_vectors(); oColour = texture( uTexMain, aUv ) * uColour; }