#ifdef GL_ES varying mediump vec2 v_texture_coord; #else varying vec2 v_texture_coord; #endif uniform vec4 u_color; uniform sampler2D u_sampler0; varying vec3 v_normal; void main(void) { vec3 light_direction = vec3(1,-1,-1); light_direction = normalize(light_direction); vec3 light_color = vec3(1,1,1); vec3 normal = normalize(v_normal); float diffuse_factor = dot(normal,-light_direction); vec4 diffuse_color = texture2D(u_sampler0,v_texture_coord); if (diffuse_factor > 0.95) diffuse_factor=1.0; else if (diffuse_factor > 0.75) diffuse_factor = 0.8; else if (diffuse_factor > 0.50) diffuse_factor = 0.6; else diffuse_factor = 0.4; light_color = light_color * diffuse_factor; gl_FragColor = vec4(light_color,1.0) * diffuse_color * u_color; }