#define FP highp varying FP vec3 worldPosition; varying FP vec3 worldNormal; varying FP vec4 color; uniform FP vec3 eyePosition; #pragma include light.inc.frag void main() { FP vec3 worldView = normalize(eyePosition - worldPosition); gl_FragColor = phongFunction(color, color, vec4(0.0), 0.0, worldPosition, worldView, worldNormal); }