varying lowp float light0_Diffuse; varying lowp float light0_Specular; varying lowp float light1_Diffuse; varying lowp float light1_Specular; varying vec2 varTex0; void main() { vec2 t0 = varTex0.xy; lowp vec4 col = texture2D(UNI_Tex0, t0).rgba; col.xyz = col.xyz * (light0_Diffuse * UNI_light_DiffuseColor[0].xyz + light1_Diffuse * UNI_light_DiffuseColor[1].xyz); col.xyz += light0_Specular * UNI_light_SpecularColor[0].xyz; col.xyz += light1_Specular * UNI_light_SpecularColor[1].xyz; gl_FragColor = col; }