#define lowp #define mediump #define highp #line 0 uniform lowp sampler2D uni_texture; uniform lowp vec3 uni_albedo; uniform lowp vec3 uni_object_space_light; uniform lowp vec3 uni_min_bright; uniform lowp vec3 uni_min_albedo; //varying lowp vec4 vary_color; varying lowp vec3 vary_normal; varying mediump vec2 vary_uv; void main (void) { lowp vec3 normal = normalize (vary_normal); lowp vec3 albedo = uni_albedo * max (uni_min_albedo, texture2D (uni_texture, vary_uv).rgb); //lowp vec3 albedo = vec3 (vary_uv, 0.0); lowp float diffuse_factor = dot (normal, uni_object_space_light); lowp vec3 sun = max (diffuse_factor, 0.0) * vec3 (0.95, 0.9, 0.85); lowp vec3 sky = (diffuse_factor * 0.45 + 0.55) * vec3 (0.05, 0.1, 0.15); lowp vec3 diffuse_color = albedo * max (uni_min_bright, (sun + sky)); gl_FragColor = vec4 (sqrt (diffuse_color), 1.0); }