#version 120 varying vec3 v_position; varying vec3 v_normal; varying vec2 v_texcoord; varying vec3 v_finalColor; uniform vec4 u_customColor; uniform vec4 u_sunAmbientColor; uniform sampler2D u_albedoTexture; void main() { //gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); //gl_FragColor = u_customColor * vec4(v_finalColor, 1.0) * texture2D(u_albedoTexture, v_texcoord); //gl_FragColor = vec4(v_finalColor, 1.0) * texture2D(u_albedoTexture, v_texcoord); //gl_FragColor = texture2D(u_albedoTexture, v_texcoord); //gl_FragColor = vec4( v_normal, 1.0 ); //gl_FragColor = texture2D(u_albedoTexture, v_texcoord); // !!! NO AREF // vec3 color = texture2D(u_albedoTexture, v_texcoord).rgb * v_finalColor; vec3 color = texture2D(u_albedoTexture, v_texcoord).rgb; color = color * ( u_sunAmbientColor.rgb + v_finalColor.x ); color = color + v_finalColor.y; gl_FragColor = vec4(color.x, color.y, color.z, 1.0); }