#ifdef GL_ES precision highp float; #endif varying float vLightWeight; varying vec2 vTextureCoord; uniform vec4 color; uniform vec3 directLightCol; uniform vec3 ambientLightCol; uniform bool textureEnabled; uniform sampler2D sampler; void main(void) { if (textureEnabled) gl_FragColor = color * vec4( mix(ambientLightCol, ambientLightCol + directLightCol, vLightWeight) , 1.0) * texture2D(sampler, vec2(vTextureCoord.st)); else gl_FragColor = color * vec4( mix(ambientLightCol, ambientLightCol + directLightCol, vLightWeight) , 1.0); }