"varying vec4 v_color;\n"
"void main()\n"
"{\n"
- "// gl_FragColor.rgba = texture2D(u_tex2d, v_texcoord).bgra * v_color;\n"
- " gl_FragColor.rgba = v_color;\n"
+ " gl_FragColor.rgba = texture2D(u_tex2d, v_texcoord).bgra * v_color;\n"
"}\n";
static const char strFragmentShader_PerPixellight[] =
" vec3 v = normalize(u_eyePosition - v_position.xyz);\n"
" vec3 r = reflect(-v, normal);\n"
" \n"
- "// diffuse = u_light[i].diffuse * u_material.diffuse * texture2D(u_tex2d, v_texcoord).bgra * max(0.0, dot(lightdir, normal));\n"
- " diffuse = u_light[i].diffuse * u_material.diffuse * max(0.0, dot(lightdir, normal));\n"
+ " diffuse = u_light[i].diffuse * u_material.diffuse * texture2D(u_tex2d, v_texcoord).bgra * max(0.0, dot(lightdir, normal));\n"
" ambient = u_light[i].ambient * u_material.ambient;\n"
" specular = u_light[i].specular * u_material.specular * pow(max(dot(r, lightdir), 0.0), u_material.shininess);\n"
" \n"