uniform vec3 uCamera;
uniform vec4 uPlane;
-in vec2 aUv;
-in vec4 aNorm;
-in vec3 aCo;
-in vec3 aWorldCo;
-flat in ivec4 aLights;
-
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
vfrag = vec3(0.5);
}
- vfrag = scene_do_lighting( vfrag, qnorm );
+ vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );
oColour = vec4(vfrag, 1.0);
}