small compression
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_character_view.fs
index 4e91e921516de0b4bfda63bc21f7b9354195f28a..6330f9bf13ebf5635c694ae3d6cfdbaeaf41813b 100644 (file)
@@ -9,12 +9,13 @@ in vec3 aWorldCo;
 
 #include "common_world.glsl"
 #include "motion_vectors_fs.glsl"
+#include "depth_compare.glsl"
 
-void main()
-{
+void main(){
+   depth_compare_dither();
    compute_motion_vectors();
 
-   vec3 qnorm     = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);
+   vec3 qnorm     = aNorm;
    vec3 diffuse   = texture( uTexMain, aUv ).rgb;
    vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );