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); }