-out vec4 FragColor;
+layout (location = 0) out vec4 oColour;
uniform vec4 uColour;
uniform sampler2D uTexGarbage;
in vec3 aNorm;
in vec3 aCo;
+#include "motion_vectors_fs.glsl"
+
void main()
{
+ compute_motion_vectors();
+
float fintensity = 1.0-(abs(aNorm.y)*0.7);
float fblend = pow(fintensity,4.0);
vec3 horizon = vec3( 0.8, 0.9, 0.9 );
float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );
vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);
- FragColor = vec4(pow(skycomp, vec3(1.5)),1.0);
+ oColour = vec4(pow(skycomp, vec3(1.5)),1.0);
}