float cspec = pow(max(dot(r, vdir), 0.0), shininess);
vec4 texel = texture2D(tex, tex_coord);
- //color.xyz = diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec;
- color.xyz = diffuse.xyz * cdiff + specular.xyz * cspec;
+ color.xyz = diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec;
color.w = 1.0;
}