uniform vec3 uCamera;
uniform vec4 uColour;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
}
// Lighting
- vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );
- oColour = vec4(vfrag, 1.0);
+ oColour = vec4( scene_compute_lighting( vfrag, qnorm, aWorldCo ), 1.0 );
}