1 varying vec3 varWorldPos; 2 varying vec3 varWorldNormal; 3 varying vec2 varTex0; 4 5 void main() { 6 7 vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz); 8 vec3 worldNorm = normalize(varWorldNormal); 9 10 vec3 light0Vec = normalize(UNI_lightPos_0.xyz - varWorldPos.xyz); 11 float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0); 12 13 vec3 light1Vec = normalize(UNI_lightPos_1.xyz - varWorldPos.xyz); 14 float light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0); 15 16 vec2 t0 = varTex0.xy; 17 lowp vec4 col = UNI_diffuse; 18 col.xyz = col.xyz * (light0_Diffuse * UNI_lightColor_0.xyz + 19 light1_Diffuse * UNI_lightColor_1.xyz); 20 gl_FragColor = col; 21 } 22 23