uniform sampler2D uTexGarbage;
uniform sampler2D uTexGradients;
uniform vec3 uCamera;
-uniform vec3 uBoard0;
-uniform vec3 uBoard1;
#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);
}