/** * @file diffuseF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2D diffuseMap; varying vec3 vary_normal; void main() { gl_FragColor = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); gl_FragColor.rgb = vary_normal*0.5+0.5; }