varying vec2 vTextureCoord0;
varying vec4 vVertexColor;
-varying vec4 vSpecularColor;
varying float vFogCoord;
float computeFog()
if (bool(uTextureUsage0))
Color *= texture2D(uTextureUnit0, vTextureCoord0);
- Color += vSpecularColor;
if (bool(uFogEnable))
{