precision mediump float; uniform sampler2D u_texture; varying float v_lighting; varying vec2 v_texcoord; void main() { //gl_FragColor = v_colour; //v_texcoord.x = 1.0 - v_texcoord.x; vec2 tex = vec2(v_texcoord.x, 1.0 - v_texcoord.y); vec3 diffuse = texture2D(u_texture, tex).rgb; diffuse = diffuse * v_lighting; gl_FragColor = vec4(diffuse, 1.0); }