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| precision highp float;
| varying vec3 v_normal;
| varying vec2 v_texcoord0;
| uniform sampler2D u_diffuse;
| uniform vec4 u_specular;
| uniform float u_shininess;
| void main(void) {
| vec3 normal = normalize(v_normal);
| vec4 color = vec4(0., 0., 0., 0.);
| vec4 diffuse = vec4(0., 0., 0., 1.);
| vec4 specular;
| diffuse = texture2D(u_diffuse, v_texcoord0);
| specular = u_specular;
| diffuse.xyz *= max(dot(normal,vec3(0.,0.,1.)), 0.);
| color.xyz += diffuse.xyz;
| color = vec4(color.rgb * diffuse.a, diffuse.a);
| gl_FragColor = color;
| }
|
|