--- /dev/null
+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);
+}