//Fallback01_Diffuse_Light_p2.fragment

in vec4 vLightColor;
in vec3 vUv;
in vec3 vLightPos;
in vec3 vLightDir;

OUTPUT

uniform sampler2D tex0; //diffuseMap

void main() {
	outColor = texture(tex0, vUv.xy) * vLightColor;
}