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 vec3 DiffuseColor = mix(MaterialColor.rgb, TexelColor.rgb, TexelColor.a); gl_FragColor = vec4(DiffuseColor * Diffuse + SpecularColor, max(TexelColor.a, MaterialColor.a)); }