uniform sampler2D uTexMain;
uniform vec3 uCamera;
+uniform vec3 uBoard0;
+uniform vec3 uBoard1;
in vec4 aColour;
in vec2 aUv;
vec3 halfview = uCamera - aWorldCo;
float fdist = length( halfview );
halfview /= fdist;
+ fdist -= 0.08;
vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);
vfrag = do_light_shadowing( vfrag );
vfrag = apply_fog( vfrag, fdist );
- float opacity = clamp( fdist*fdist, 0.1, 1.0 );
+ float opacity = clamp( fdist*fdist, 0.0, 1.0 );
oColour = vec4(vfrag,opacity);
}