
#ifdef GL_ES
precision highp float;
#endif


varying vec3 L;
varying vec3 V;
uniform sampler2D texMap;
varying vec2 st;
uniform vec4 DiffuseProduct;

void main()
{
   vec4 N = texture2D(texMap, st);
   vec3 NN =  normalize(2.0*N.xyz-1.0);
   vec3 LL = normalize(L);
   float Kd = max(dot(NN, LL), 0.0);
   gl_FragColor = vec4(Kd*DiffuseProduct.xyz, 1.0);
   //gl_FragColor = Kd*DiffuseProduct;
   //gl_FragColor = texture2D(texMap, st);
}
