uniform sampler2D diffuseTexture; varying vec3 vNormal; varying float vFog; varying vec4 vFrontColor; uniform vec4 wall_color; uniform vec4 room_color; void main(void) { vec4 diffuseColor = texture2D(diffuseTexture, gl_TexCoord[0].st); vec3 lightDir = vec3(normalize(gl_LightSource[0].position)); vec4 ambient = gl_LightSource[0].ambient * diffuseColor; vec4 diffuse = gl_LightSource[0].diffuse * max(dot(vNormal,lightDir) * 0.5,0.0) * diffuseColor; gl_FragColor = (ambient + diffuse) * room_color; gl_FragColor.a = wall_color.a * room_color.a; }