uniform float uOpacity;
uniform float uColourize;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
void main(){
compute_motion_vectors();
-
vec3 vfrag = vec3(0.5,0.5,0.5);
vec3 qnorm = aNorm.xyz;
vec4 v1 = step( vec4(0.5), fract(vec4(a) + spread1) );
float d = ( v0.x+v0.y+v0.z+v0.w +
- v1.x+v1.y+v1.z+v1.w ) * 0.125f;
+ v1.x+v1.y+v1.z+v1.w ) * 0.125;
float dither = fract(dot(vec2(171.0,231.0),gl_FragCoord.xy)/71.0);
float x = d*0.8+length(p)*0.3;