- float faccum = 0.0;
- vec3 offs = vec3(rgarbage.x, 0.0, rgarbage.z)*4.0;
- faccum += create_shadowing( vec3( 0.0, 0.5, 0.0 )*0.6);
- faccum += create_shadowing( vec3( 2.0, 0.3, 0.0 )*0.6);
- faccum += create_shadowing( vec3( 3.0, 1.0, 0.0 )*0.6);
- faccum += create_shadowing( vec3( 5.0, 1.0, 0.0 )*0.6);
- faccum += create_shadowing( vec3( 0.0, 0.5, 0.0 )*0.6*1.5+offs);
- faccum += create_shadowing( vec3( 2.0, 0.3, 0.0 )*0.6*1.5);
- faccum += create_shadowing( vec3( 3.0, 1.0, 0.0 )*0.6*1.5-offs);
- faccum += create_shadowing( vec3( 5.0, 1.0, 0.0 )*0.6*1.5);
- diffuse = mix( diffuse, vec3(0.15,0.1,0.2), min(faccum*1.0,1.0));
+ 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 );