out vec4 FragColor; uniform sampler2D uTexMain; in vec4 aColour; in vec2 aUv; in vec3 aNorm; in vec3 aCo; in vec3 aWorldCo; #include "common_world.glsl" void main() { vec3 vfrag = texture( uTexMain, aUv ).rgb; // Lighting //vec3 halfview = uCamera - aWorldCo; //float fdist = length( halfview ); //halfview /= fdist; //vfrag = do_light_diffuse( vfrag, aNorm ); //vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 ); //vfrag = do_light_shadowing( vfrag ); //vfrag = apply_fog( vfrag, fdist ); FragColor = vec4(aNorm,1.0); }