#version 100 precision highp float; varying vec3 v_normal; varying vec2 v_uv; varying vec3 v_bones; uniform sampler2D u_texture; uniform vec4 u_color; void main() { vec4 col = texture2D(u_texture, v_uv); col *= max(0.2,dot(v_normal,normalize(vec3(1.0)))); gl_FragColor = col * u_color; //gl_FragColor = mix(gl_FragColor,v_bones.xxxx*0.1,0.99); }