uniform sampler2D uTexMain;
uniform vec4 uColour;
+uniform vec3 uCamera;
in vec4 aColour;
in vec2 aUv;
in vec3 aNorm;
in vec3 aCo;
+in vec3 aWorldCo;
in float aOpacity;
+#include "common_world.glsl"
+
void main()
{
- vec3 diffuse = texture( uTexMain, aUv ).rgb;
- FragColor = vec4(pow(diffuse,vec3(1.0)),aOpacity);
+ vec3 vfrag = texture( uTexMain, aUv ).rgb;
+
+ // Lighting
+ vec3 halfview = uCamera - aWorldCo;
+ float fdist = length( halfview );
+ halfview /= fdist;
+
+ //vfrag = do_light_diffuse( vfrag, aNorm );
+ vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );
+ vfrag = do_light_shadowing( vfrag );
+ //vfrag = apply_fog( vfrag, fdist );
+
+ FragColor = vec4(vfrag,aOpacity);
}