precision mediump float;

uniform sampler2D Texture;
uniform float Transparency;
uniform vec4 LightDirection;

varying vec2 texCoord;
varying vec3 fragNormal;
varying vec3 fragColor;

void main() {
	vec4 color = vec4((fragColor.rgb * texture2D(Texture, texCoord).rgb), 1.0);

	float intensity = clamp(dot(normalize(LightDirection.xyz), -normalize(fragNormal)), 0, 1);
	
	gl_FragColor = vec4(color.rgb * intensity + vec3(0.2, 0.2, 0.2), color.a * Transparency);
	//gl_FragColor = vec4((fragNormal.rgb + vec3(1.0, 1.0, 1.0))*0.5, 1.0);
}
