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* Created by döme on 04.08.2009.
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* Copyright 2009 __MyCompanyName__. All rights reserved.
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precision highp float;
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uniform sampler2D tex0;
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varying highp vec2 tx0;
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varying highp vec4 epos;
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vec3 NN = normalize(N);
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// vec3 lightdir = normalize(epos.xyz); // point light centered at eye
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vec3 lightdir = vec3(0.0,0.0,-1.0); // directional light
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lowp vec4 tex0color = texture2D(tex0, tx0);
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gl_FragColor = vec4(tex0color.rgb, tex0color.a)*color;
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// gl_FragColor = vec4(1.0,1.0,1.0,1.0);
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// float diffuse = -dot(NN, lightdir)*(float(gl_FrontFacing)*2.0 - 1.0);
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// gl_FragColor = vec4(tex0color.rgb*(0.7*diffuse + 0.3), tex0color.a);