-out vec4 FragColor;
-
uniform sampler2D uTexMain;
uniform vec3 uCamera;
in vec3 aWorldCo;
#include "common_world.glsl"
+#include "motion_vectors_fs.glsl"
void main()
{
+ compute_motion_vectors();
+
vec3 vfrag = texture( uTexMain, aUv ).rgb;
// Lighting
vfrag = do_light_shadowing( vfrag );
vfrag = apply_fog( vfrag, fdist );
- float opacity = clamp( fdist, 0.1, 1.0 );
- FragColor = vec4(vfrag,opacity);
+ float opacity = clamp( fdist*fdist, 0.1, 1.0 );
+ oColour = vec4(vfrag,opacity);
}