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1uniform sampler2D sTexture;
2
3varying lowp    vec3  DiffuseLight;
4varying lowp    vec3  SpecularLight;
5varying mediump vec2  TexCoord;
6
7void main()
8{
9	lowp vec3 texColor  = texture2D(sTexture, TexCoord).rgb;
10	lowp vec3 color = (texColor * DiffuseLight) + SpecularLight;
11	gl_FragColor = vec4(color, 1.0);
12}
13
14