uniform sampler2D uTexGarbage; uniform sampler2D uTexMain; uniform vec3 uCamera; uniform vec4 uPlane; const float CLEARSKIES_LIGHT_DOT_MIN = 0.4; #include "common_scene.glsl" #include "motion_vectors_fs.glsl" void main(){ compute_motion_vectors(); vec3 vfrag = vec3(0.5,0.5,0.5); vec4 vsamplemain = texture( uTexMain, aUv ); vec3 qnorm = aNorm.xyz; if( vsamplemain.a < 0.15 ) discard; vfrag = vsamplemain.rgb; if( g_light_preview == 1 ){ vfrag = vec3(0.5); } vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo ); oColour = vec4(vfrag, 1.0); }