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_light0_DiffuseColor.xyz + light1_Diffuse * UNI_light1_DiffuseColor.xyz); col.xyz += light0_Specular * UNI_light0_SpecularColor.xyz; col.xyz += light1_Specular * UNI_light1_SpecularColor.xyz; gl_FragColor = col; }