varying vec2 vTextureCoord0;
varying vec4 vVertexColor;
-varying vec4 vSpecularColor;
varying float vFogCoord;
void main()
vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
vVertexColor = inVertexColor.bgra;
- vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;