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_light0_DiffuseColor.xyz + light1_Diffuse * UNI_light1_DiffuseColor.xyz); | |
col.xyz += light0_Specular * UNI_light0_SpecularColor.xyz; | |
col.xyz += light1_Specular * UNI_light1_SpecularColor.xyz; | |
gl_FragColor = col; | |
} | |