in vec2 aUv;
in vec3 aNorm;
in vec3 aCo;
+in vec3 aWorldCo;
in float aOpacity;
#include "common_world.glsl"
vec3 vfrag = texture( uTexMain, aUv ).rgb;
// Lighting
- vec3 halfview = uCamera - aCo;
+ vec3 halfview = uCamera - aWorldCo;
float fdist = length( halfview );
halfview /= fdist;