uniform vec4 uPlane;
uniform vec4 uColour;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
vec3 vfrag = vec3(0.5,0.5,0.5);
vec4 vsamplemain = texture( uTexMain, aUv );
+ vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.0015 + aCo.yx*0.002 );
vec3 qnorm = aNorm.xyz;
vfrag = vsamplemain.rgb;
vfrag = vec3(0.5);
}
- vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );
- oColour = vec4( vfrag, 1.0 );
-
vec3 halfdir = normalize( aWorldCo - uCamera );
vec3 reflectdir = reflect( halfdir, qnorm );
- oColour = mix( oColour,
- vec4(texture(uTexCubemap,reflectdir).rgb * uColour.rgb, 1.0),
- uColour.a );
+ vfrag = mix( vfrag, texture(uTexCubemap,reflectdir).rgb * uColour.rgb, uColour.a*wgarbage.b );
+ oColour = vec4( scene_compute_lighting( vfrag, qnorm, aWorldCo ), 1.0 );
}