" float g_water_fog;\n"
" int g_light_count;\n"
" int g_light_preview;\n"
+" int g_shadow_samples;\n"
"};\n"
"\n"
"uniform sampler2D g_world_depth;\n"
"\n"
"vec3 do_light_shadowing( vec3 vfrag )\n"
"{\n"
+" if( g_shadow_samples == 0 )\n"
+" {\n"
+" return vfrag;\n"
+" }\n"
+"\n"
" float fspread = g_light_colours[0].w;\n"
" vec3 vdir = g_light_directions[0].xyz;\n"
" float flength = g_light_directions[0].w;\n"
" float fdist = length( halfview );\n"
" halfview /= fdist;\n"
"\n"
-" vfrag = do_light_diffuse( vfrag, aNorm );\n"
-" vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );\n"
+" vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n"
+"\n"
+" vfrag = mix( vfrag, do_light_diffuse( vfrag, qnorm ), 0.5 );\n"
+" //vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n"
" vfrag = do_light_shadowing( vfrag );\n"
" vfrag = apply_fog( vfrag, fdist );\n"
"\n"
" float opacity = clamp( fdist, 0.1, 1.0 );\n"
-"\n"
" FragColor = vec4(vfrag,opacity);\n"
"}\n"
""},