- vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);
-
- vec3 total_light = newlight_compute_ambient();
- vec3 world_light = newlight_compute_world_diffuse( qnorm );
-
- float world_shadow = newlight_compute_sun_shadow();
- total_light += world_light * world_shadow;
-
- vfrag = apply_fog( vfrag * total_light, fdist );
-
- float opacity = clamp( fdist*fdist, 0.0, 1.0 );
- oColour = vec4(vfrag,opacity);