varying vec3 fNormal; varying vec4 fFrontColor; vec3 ambientLight = vec3(0.2,0.2,0.2); vec3 directionnalLight = normalize(vec3(10,5,7)); vec3 directionnalLightFactor = vec3(0.5,0.5,0.5); uniform sampler2D tex; void main() { vec3 ambientFactor = ambientLight; vec3 lambertFactor = max(vec3(0.0,0.0,0.0), dot(directionnalLight, fNormal) * directionnalLightFactor); vec4 noTexColor = vec4(ambientFactor + lambertFactor, 1.0); vec4 color = texture2D(tex, gl_TexCoord[0].st); vec4 fragColor = noTexColor * color; gl_FragColor = fragColor * fFrontColor; }