varying vec3 varWorldPos; varying vec3 varWorldNormal; varying vec2 varTex0; void main() { vec3 V = normalize(UNI_cameraPos.xyz - varWorldPos.xyz); vec3 worldNorm = normalize(varWorldNormal); vec3 light0Vec = normalize(UNI_lightPos_0.xyz - varWorldPos.xyz); float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0); vec3 light1Vec = normalize(UNI_lightPos_1.xyz - varWorldPos.xyz); float light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0); vec2 t0 = varTex0.xy; lowp vec4 col = UNI_diffuse; col.xyz = col.xyz * (light0_Diffuse * UNI_lightColor_0.xyz + light1_Diffuse * UNI_lightColor_1.xyz); gl_FragColor = col; }