//precision highp float; uniform mediump vec4 color; varying highp vec4 v_AmbientAndDiffuseColor; varying highp vec4 v_SpecularColor; varying highp float v_AmbientLightBrightness; varying highp float v_DiffuseBrightness; varying highp float v_SpecularBrightness; varying highp vec2 v_TexCoord; uniform highp vec2 u_viewPortCenter; uniform highp float u_diameterSquare; uniform bool u_TextureEnabled; uniform sampler2D s_Texture; //highp vec2 centerVec; void main(void) { // centerVec = gl_FragCoord.xy - u_viewPortCenter; // if(dot(centerVec, centerVec) > u_diameterSquare) // discard; if(u_TextureEnabled) gl_FragColor = texture2D(s_Texture, v_TexCoord) * (v_AmbientLightBrightness + v_DiffuseBrightness) + v_SpecularBrightness * v_SpecularColor; else gl_FragColor = v_AmbientAndDiffuseColor * (v_AmbientLightBrightness + v_DiffuseBrightness) + v_SpecularBrightness * v_SpecularColor; }