## Vertex shader example

    attribute vec3 vertex;
    attribute vec3 normal;

    uniform mat4 _mvProj;
    uniform mat3 _norm;

    varying vec3 vColor;
    varying vec3 localPos;

    #pragma include "light.glsl"

    // constants
    vec3 materialColor = vec3(1.0,0.7,0.8);
    vec3 specularColor = vec3(1.0,1.0,1.0);

    void main(void) {
    	// compute position
    	gl_Position = _mvProj * vec4(vertex, 1.0);

    	localPos = vertex;

    	// compute light info
    	vec3 n = normalize(_norm * normal);
    	vec3 diffuse;
    	float specular;
    	float glowingSpecular = 50.0;
    	getDirectionalLight(n, _dLight, glowingSpecular, diffuse, specular);
    	vColor = max(diffuse,_ambient.xyz)*materialColor+specular*specularColor+_ambient;
    }

## Fragment shader example

    #ifdef GL_ES
    precision highp float;
    #endif

    uniform vec3 BrickColor, MortarColor;
    uniform vec3 BrickSize;
    uniform vec3 BrickPct;

    varying vec3 vColor;
    varying vec3 localPos;
    void main()
    {
    	vec3 color;
    	vec3 position, useBrick;

    	position = localPos / BrickSize.xyz;

    	if (fract(position.y * 0.5) > 0.5){
    		position.x += 0.5;
    		position.z += 0.5;
    	}

    	position = fract(position);

    	useBrick = step(position, BrickPct.xyz);

    	color = mix(MortarColor, BrickColor, useBrick.x * useBrick.y * useBrick.z);
    	color *= vColor;

    	gl_FragColor = vec4(color, 1.0);
    }