#ifdef GL_ES precision mediump float; varying vec3 normal; varying vec2 vTexCoord; vec4 fragColor; #else in vec3 normal; in vec2 vTexCoord; out vec4 fragColor; #endif uniform sampler2D colorTex; uniform sampler2D lightTex; uniform float brightness; uniform vec4 inColor; uniform vec3 lightSource4; uniform vec3 lightSource4HV; void main() { vec3 norm = normalize(normal); float lambert = dot(norm, lightSource4); float specular = dot(norm, lightSource4HV) * 0.35; float diffuse = lambert * (0.75 * 0.75) * brightness; #ifdef GL_ES vec4 tColor = texture2D(colorTex, vTexCoord.st); vec3 fColor = (texture2D(lightTex, vTexCoord.st).r * inColor.a) * inColor.rgb; #else vec4 tColor = texture(colorTex, vTexCoord.st); vec3 fColor = (texture(lightTex, vTexCoord.st).r * inColor.a) * inColor.rgb; #endif fragColor = vec4((tColor.rgb * diffuse) + vec3(specular * tColor.a) + fColor, 1.0); #ifdef GL_ES gl_FragColor = fragColor; #endif }