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);
}