-" for( int i=0; i<g_light_count; i++ )\n"
-" {\n"
-" vec3 vcolour = g_light_colours[i].rgb;\n"
-" vec3 vdir = g_light_directions[i].xyz;\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
+" float dist = pow(fdist*0.0010,0.78);\n"
+" return mix( vfrag, colour, min( 1.0, dist ) );\n"
+"}\n"
+"\n"
+"vec3 scene_calculate_light( int light_index, \n"
+" vec3 halfview, vec3 co, vec3 normal )\n"
+"{\n"
+" vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
+" vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
+" vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
+"\n"
+" vec3 light_delta = light_co.xyz-co;\n"
+" float dist2 = dot(light_delta,light_delta);\n"
+"\n"
+" light_delta = normalize( light_delta );\n"
+"\n"
+" float quadratic = dist2*100.0;\n"
+" float attenuation = 1.0/( 1.0 + quadratic );\n"
+" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
+"\n"
+" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"