| 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); | |
| } | |