-out vec4 FragColor;
-
uniform sampler2D uTexGarbage;
uniform sampler2D uTexGradients;
uniform vec3 uCamera;
in vec3 aWorldCo;
#include "common_world.glsl"
+#include "motion_vectors_fs.glsl"
void main()
{
+ compute_motion_vectors();
+
+ // Colour
+ // ------
vec3 vfrag = vec3(0.5,0.5,0.5);
// ws modulation
vfrag = do_light_shadowing( vfrag );
vfrag = apply_fog( vfrag, fdist );
- FragColor = vec4(vfrag, 1.0 );
+ oColour = vec4(vfrag, 1.0 );
}