#include webgl_header.fs varying vec3 packed_data_0 ; varying float fog; varying vec2 bgTextureLookup; #ifdef PURE_OPENGL_ES_2 varying vec4 COLOR; #else // using the built-in allows to use glShadeModel #define COLOR gl_Color #endif #define NORMAL normalize(packed_data_0.xyz) uniform bool lighting_enabled; uniform bool two_sided_lighting_enabled; #include anaglyph_header.fs #include compute_fog_color.fs #include compute_color_for_light.fs void main() { vec4 color = ApplyColorEffects(COLOR, gl_FragCoord.z); if (!isPicking && lighting_enabled){ vec3 normal = NORMAL; if (two_sided_lighting_enabled){ bool ff = gl_FrontFacing ? true : false; if (!ff) normal = -normal; } color = ApplyLighting(color, normal); } gl_FragColor = ApplyFog(color, fog); PostLightingEffects(); }