in vec3 aCo;
in vec3 aWorldCo;
+#include "light_clearskies_stddef.glsl"
#include "common_world.glsl"
#include "motion_vectors_fs.glsl"
#include "depth_compare.glsl"
vec3 character_clearskies_lighting( vec3 normal, float shadow, vec3 halfview )
{
- float fresnel = step(0.5,1.0 - abs(dot(normal,halfview)));
+ float fresnel = 1.0 - abs(dot(normal,halfview));
vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb,
g_sunset_phase );