vec3 vfrag = texture( uTexMain, aUv ).rgb;
// Lighting
vec3 halfview = uCamera - aWorldCo;
float fdist = length( halfview );
halfview /= fdist;
vec3 vfrag = texture( uTexMain, aUv ).rgb;
// Lighting
vec3 halfview = uCamera - aWorldCo;
float fdist = length( halfview );
halfview /= fdist;
vfrag = do_light_shadowing( vfrag );
vfrag = apply_fog( vfrag, fdist );
vfrag = do_light_shadowing( vfrag );
vfrag = apply_fog( vfrag, fdist );
- float opacity = clamp( fdist*fdist, 0.1, 1.0 );
- FragColor = vec4(vfrag,opacity);
+ float opacity = clamp( fdist*fdist, 0.0, 1.0 );
+ oColour = vec4(vfrag,opacity);