| |
| varying lowp float light0_Diffuse; |
| varying lowp float light0_Specular; |
| varying lowp float light1_Diffuse; |
| varying lowp float light1_Specular; |
| varying vec2 varTex0; |
| |
| void main() { |
| vec2 t0 = varTex0.xy; |
| lowp vec4 col = texture2D(UNI_Tex0, t0).rgba; |
| col.xyz = col.xyz * (light0_Diffuse * UNI_light_DiffuseColor[0].xyz + light1_Diffuse * UNI_light_DiffuseColor[1].xyz); |
| col.xyz += light0_Specular * UNI_light_SpecularColor[0].xyz; |
| col.xyz += light1_Specular * UNI_light_SpecularColor[1].xyz; |
| gl_FragColor = col; |
| } |
| |