+++ /dev/null
-uniform sampler2D uTexGarbage;
-uniform sampler2D uTexMain;
-uniform vec3 uCamera;
-uniform vec4 uPlane;
-uniform vec3 uBoard0;
-uniform vec3 uBoard1;
-
-in vec4 aColour;
-in vec2 aUv;
-in vec3 aNorm;
-in vec3 aCo;
-in vec3 aWorldCo;
-
-#include "common_world.glsl"
-#include "motion_vectors_fs.glsl"
-
-void main()
-{
- compute_motion_vectors();
-
- vec3 vfrag = vec3(0.5,0.5,0.5);
- vec4 vsamplemain = texture( uTexMain, aUv );
- vec3 qnorm = normalize(aNorm);
-
- vfrag = vsamplemain.rgb;
-
- if( g_light_preview == 1 )
- {
- vfrag = vec3(0.5);
- }
-
- // Lighting
- vec3 halfview = uCamera - aWorldCo;
- float fdist = length( halfview );
- halfview /= fdist;
-
- vfrag = do_light_diffuse( vfrag, qnorm );
- vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );
- vfrag = do_light_shadowing( vfrag );
- vfrag = apply_fog( vfrag, fdist );
-
- oColour = vec4(vfrag, 1.0);
-}