out vec4 FragColor; uniform sampler2D uTexMain; uniform vec4 uColour; in vec4 aColour; in vec2 aUv; in vec3 aNorm; in vec3 aCo; void main() { vec3 diffuse = texture( uTexMain, aUv ).rgb; float light1 = max(0.0,dot(-vec3(0.5,-0.8,0.25), aNorm)); float light2 = max(0.0,dot(-vec3(-0.8,0.5,-0.25), aNorm)); diffuse += vec3(0.2,0.2,0.2) + vec3(1.0,1.0,0.9)*light1 + vec3(0.1,0.3,0.4)*light2; FragColor = vec4(diffuse*uColour.rgb, aColour.a*uColour.a); }