out vec4 FragColor;
uniform sampler2D uTexMain;
+uniform vec3 uCamera;
in vec4 aColour;
in vec2 aUv;
vec3 vfrag = texture( uTexMain, aUv ).rgb;
// Lighting
- //vec3 halfview = uCamera - aWorldCo;
- //float fdist = length( halfview );
- //halfview /= fdist;
+ vec3 halfview = uCamera - aWorldCo;
+ float fdist = length( halfview );
+ halfview /= fdist;
- //vfrag = do_light_diffuse( vfrag, aNorm );
- //vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );
- //vfrag = do_light_shadowing( vfrag );
- //vfrag = apply_fog( vfrag, fdist );
+ vfrag = do_light_diffuse( vfrag, aNorm );
+ vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );
+ vfrag = do_light_shadowing( vfrag );
+ vfrag = apply_fog( vfrag, fdist );
- FragColor = vec4(aNorm,1.0);
+ float opacity = clamp( fdist, 0.1, 1.0 );
+
+ FragColor = vec4(vfrag,opacity);
}