--- /dev/null
+out vec4 FragColor;
+
+uniform sampler2D uTexGarbage;
+uniform sampler2D uTexGradients;
+uniform vec3 uCamera;
+uniform vec4 uColour;
+
+in vec4 aColour;
+in vec2 aUv;
+in vec3 aNorm;
+in vec3 aCo;
+in vec3 aWorldCo;
+
+#include "common_world.glsl"
+
+void main()
+{
+ vec3 vfrag = vec3(0.5,0.5,0.5);
+
+ // ws modulation
+ vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );
+
+ // Creating normal patches
+ vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
+ vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);
+
+ vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));
+ vec3 tangent1 = cross(qnorm,tangent0);
+ vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.035;
+
+ // Patch local noise
+ vec4 rgarbage = texture( uTexGarbage, uvdiffuse );
+
+ vfrag = pow(uColour.rgb,vec3(1.0/2.2));
+ vfrag -= rgarbage.a*0.1;
+
+ if( wgarbage.g < 0.3 )
+ discard;
+
+ if( g_light_preview == 1 )
+ {
+ vfrag = vec3(0.5);
+ }
+
+ // Lighting
+ vec3 halfview = uCamera - aWorldCo;
+ float fdist = length( halfview );
+ halfview /= fdist;
+
+ vfrag = do_light_diffuse( vfrag, qnorm );
+ vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );
+ vfrag = do_light_shadowing( vfrag );
+ vfrag = apply_fog( vfrag, fdist );
+
+ FragColor = vec4(vfrag, 1.0 );
+}