#include "common_world.glsl"
#include "motion_vectors_fs.glsl"
+#include "depth_compare.glsl"
-void main()
-{
+void main(){
+ depth_compare_dither();
compute_motion_vectors();
- vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);
+ vec3 qnorm = aNorm;
vec3 diffuse = texture( uTexMain, aUv ).rgb;
vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );