varying vec3 normal, lightDir; varying vec2 texCoord; uniform sampler2D texture; void main() { float intensity; vec3 n; vec4 _color; n = normalize(normal); intensity = dot(lightDir, n); if (intensity > 0.98) _color = vec4(1.0,1.0,1.0,1.0); else if (intensity > 0.5) _color = vec4(0.8,0.8,0.8,1.0); else if (intensity > 0.35) _color = vec4(0.4,0.4,0.4,1.0); else if (intensity > 0) _color = vec4(0.0,0.0,0.0,1.0); else _color = texture2D(texture, texCoord); gl_FragColor = _color; }