I forgot, this is vertex shader:

`precision mediump float;`

precision highp int;

uniform mat4 modelViewMatrix;

uniform mat4 modelViewProjectionMatrix;

uniform vec4 additionalColor;

uniform vec4 ambientColor;

uniform vec3 lightPositions[8];

attribute vec4 position;

attribute vec3 normal;

attribute vec4 tangent;

attribute vec2 texture0;

attribute float faceBrightness;

varying vec2 texCoord;

varying vec4 varVertexColor;

void main(void)

{

vec4 normal4 = vec4(normal, 0);

vec4 position4 = modelViewMatrix * position;

vec3 position3 = position4.xyz;// / position4.w;

vec4 eyeNormal4 = modelViewMatrix * normal4;

varVertexColor = vec4(faceBrightness,faceBrightness,faceBrightness,0);//vec4(1,1,1,0);

texCoord = texture0;

gl_Position = modelViewProjectionMatrix * position;

}

and fragment shader:

`precision mediump float;`

precision highp int;

varying vec2 texCoord;

varying vec4 varVertexColor;

uniform sampler2D textureUnit0;

uniform sampler2D textureUnit1;

uniform float alpha;

void main (void)

{

vec4 finalColor = texture2D(textureUnit0, texCoord) * varVertexColor;

gl_FragColor = finalColor;//base;//vertexColor ;//vec4(1, 0, 0, 1);

}