precision highp float; uniform vec4 u_diffuse_mat; varying vec3 v_normal; varying float v_specularIntensity; void main(void) { float lambert = dot(v_normal,czm_sunDirectionEC); float diffuseIntensity = (lambert + 1.0) * 0.5 * 1.0 + 0.3; vec4 diffuseColor = u_diffuse_mat; vec3 lightColor = vec3(1.0, 1.0, 1.0); vec4 color = vec4(diffuseColor.rgb * diffuseIntensity + lightColor.rgb * v_specularIntensity, diffuseColor.a); gl_FragColor = color; }