1 uniform sampler2D sTexture; 2 3 varying lowp vec3 DiffuseLight; 4 varying lowp vec3 SpecularLight; 5 varying mediump vec2 TexCoord; 6 7 void main() 8 { 9 lowp vec3 texColor = texture2D(sTexture, TexCoord).rgb; 10 lowp vec3 color = (texColor * DiffuseLight) + SpecularLight; 11 gl_FragColor = vec4(color, 1.0); 12 } 13 14