precision highp float; varying vec3 v_normal; uniform vec4 u_ambient; varying vec2 v_texcoord0; uniform sampler2D u_diffuse; uniform vec4 u_emission; 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 emission; vec4 ambient; vec4 specular; ambient = u_ambient; diffuse = texture2D(u_diffuse, v_texcoord0); emission = u_emission; specular = u_specular; diffuse.xyz *= max(dot(normal,vec3(0.,0.,1.)), 0.); color.xyz += diffuse.xyz; color.xyz += emission.xyz; color = vec4(color.rgb * diffuse.a, diffuse.a); gl_FragColor = color; }