varying vec3 L; varying vec3 V; uniform sampler2D texMap; void main() { vec4 N = texture2D(texMap, gl_TexCoord[0].st); vec3 NN = normalize(2.0*N.xyz-1.0); vec3 LL = normalize(L); float Kd = max(dot(NN, LL), 0.0); gl_FragColor = Kd*gl_FrontLightProduct[0].diffuse; }