uniform sampler2D sTexture; | |
varying lowp vec3 DiffuseLight; | |
varying lowp vec3 SpecularLight; | |
varying mediump vec2 TexCoord; | |
void main() | |
{ | |
lowp vec3 texColor = texture2D(sTexture, TexCoord).rgb; | |
lowp vec3 color = (texColor * DiffuseLight) + SpecularLight; | |
gl_FragColor = vec4(color, 1.0); | |
} | |