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