varying vec3 varWorldPos; varying vec3 varWorldNormal; varying vec2 varTex0; void main() { vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz); vec3 worldNorm = (varWorldNormal); vec3 light0Vec = V; vec3 light0R = reflect(light0Vec, worldNorm); float light0_Diffuse = dot(worldNorm, light0Vec); vec2 t0 = varTex0.xy; lowp vec4 col = texture2D(UNI_diffuse, t0).rgba; col.xyz = col.xyz * light0_Diffuse * 1.2; gl_FragColor = col; }