#version 120 varying vec4 passColour; varying vec3 passNormal; uniform sampler2D textureIn; void main() { vec4 texture = texture2D(textureIn, gl_TexCoord[0].st); gl_FragColor = texture * passColour; vec3 fakeSunNormal = normalize(vec3(0.2f,1f,-0.2f)); vec3 normNormal = normalize(passNormal); float shading = max(0.6f, dot(fakeSunNormal, normNormal)); gl_FragColor = vec4(gl_FragColor.rgb*shading, gl_FragColor.a);//gl_FragColor.rgb*shading }