uniform lowp vec4 uColor; uniform sampler2D sTexture; uniform mediump vec2 uScreenSize; uniform mediump vec3 eyePos; uniform mediump vec3 lightDir; varying mediump vec3 vNormal; varying mediump vec3 vPosition; varying mediump vec2 vTexCoord; void main() { mediump vec3 n = normalize( vNormal ); mediump vec3 l = normalize( lightDir ); mediump vec3 e = normalize( eyePos ); mediump float intensity = max(dot(n,l), 0.0); gl_FragColor = texture2D(sTexture, vTexCoord) * intensity; }