1 uniform lowp vec4 uColor;
2 uniform sampler2D sTexture;
3 uniform mediump vec2 uScreenSize;
5 uniform mediump vec3 eyePos;
6 uniform mediump vec3 lightDir;
8 varying mediump vec3 vNormal;
9 varying mediump vec3 vPosition;
10 varying mediump vec2 vTexCoord;
14 mediump vec3 n = normalize( vNormal );
15 mediump vec3 l = normalize( lightDir );
16 mediump vec3 e = normalize( eyePos );
17 mediump float intensity = max(dot(n,l), 0.0);
18 gl_FragColor = texture2D(sTexture, vTexCoord) * intensity;