shaderf.glsl revision e5f2f66f8c802d64ecf869081036ae13d4e9e19c
1
2varying lowp float light0_Diffuse;
3varying lowp float light0_Specular;
4varying lowp float light1_Diffuse;
5varying lowp float light1_Specular;
6varying vec2 varTex0;
7
8void main() {
9   vec2 t0 = varTex0.xy;
10   lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
11   col.xyz = col.xyz * (light0_Diffuse * UNI_light0_DiffuseColor.xyz + light1_Diffuse * UNI_light1_DiffuseColor.xyz);
12   col.xyz += light0_Specular * UNI_light0_SpecularColor.xyz;
13   col.xyz += light1_Specular * UNI_light1_SpecularColor.xyz;
14   gl_FragColor = col;
15}
16
17