#version 330 precision highp float; in Fragment { vec4 color; } fragment; in Vert { vec2 texcoord; } vert; uniform sampler2D Diffuse; in vec3 lightDir,normal,ambient; out vec4 color; void main_textured(void) { color = vec4(0.1,0.2,0.3,0.3); } void main(void) { vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);//fragment.color; vec3 ct,cf; float intensity,at,af; intensity = 0.5+0.5*clamp( dot( normalize(normal),lightDir ), -1,1 ); cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient; af = 1.0; ct = texel.rgb; at = texel.a; color = vec4(ct * cf, at * af); }