varying vec2 vTextureCoord0;
varying vec4 vVertexColor;
-varying vec4 vSpecularColor;
varying float vFogCoord;
float computeFog()
Color1 = texture2D(uTextureUnit0, vTextureCoord0);
vec4 FinalColor = Color0 * Color1;
- FinalColor += vSpecularColor;
if (uBlendType == 1)
{