LC_PIXEL_INPUT vec3 PixelPosition; LC_PIXEL_INPUT vec3 PixelNormal; LC_PIXEL_INPUT vec2 PixelTexCoord; LC_PIXEL_OUTPUT uniform mediump vec4 MaterialColor; uniform mediump vec3 LightPosition; uniform mediump vec3 EyePosition; uniform sampler2D Texture; void main() { LC_PIXEL_FAKE_LIGHTING LC_SHADER_PRECISION vec4 TexelColor = texture2D(Texture, PixelTexCoord); LC_SHADER_PRECISION vec4 DiffuseColor = mix(MaterialColor, TexelColor, TexelColor.a); gl_FragColor = vec4(vec3(DiffuseColor) * Diffuse + SpecularColor, DiffuseColor.a); }