float fdist = length( halfview );
halfview /= fdist;
- vfrag = do_light_diffuse( vfrag, aNorm );
- vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );
+ vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);
+
+ vfrag = do_light_diffuse( vfrag, qnorm );
+ vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );
vfrag = do_light_shadowing( vfrag );
vfrag = apply_fog( vfrag, fdist );