varying highp vec3 vert; varying highp vec3 vertNormal; varying highp vec3 vertColor; varying highp vec2 vertTexCoord; uniform highp vec3 lightPos; uniform highp sampler2D textureId; uniform highp int textureEnabled; void main() { highp vec3 L = normalize(lightPos - vert); highp float NL = max(dot(normalize(vertNormal), L), 0.0); highp vec3 color = vertColor; if (textureEnabled == 1) { color = texture2D(textureId, vertTexCoord).rgb; } highp vec3 col = clamp(color * 0.2 + color * 0.8 * NL, 0.0, 1.0); gl_FragColor = vec4(col, 1.0); }