precision mediump float; uniform float g; uniform float g2; uniform sampler2D texture0; varying vec3 c0; varying vec3 c1; varying vec2 vUV; void main (void) { vec3 diffuse = texture2D(texture0, vUV).xyz; gl_FragColor = vec4(c1, 1.0) + vec4(diffuse * c0, 1.0); }