- vec3 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2));
- float light1 = 1.0-(dot( vec3(0.95,0.0,-0.3), qnorm )*0.5+0.5);
+ if( g_light_preview == 1 )
+ {
+ vfrag = vec3(0.5);
+ }
+
+ // Lighting
+ vec3 halfview = uCamera - aCo;
+ float fdist = length( halfview );
+ halfview /= fdist;
+
+ 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 );