#head void fshader( in float4 l_pos, uniform float4 k_exposure, uniform float4 k_lightDir, uniform float4 k_camPos, uniform float4 k_skyScale, out float4 o_color: COLOR) { vec3 norm=normalize(l_pos.xyz); float4 c=float4(0,0,0,0); float3 camToPos=k_camPos.xyz-(norm)*k_skyScale.x; vec3 lightSource=k_lightDir.xyz; float camToPosDist=length(camToPos); vec3 camLoc=camToPos/camToPosDist; vec3 hVec=normalize(lightSource + camLoc); float NdotL=dot(norm,lightSource); float NdotH=dot(norm,hVec); if (length(k_camPos.xyz)