One can evaluate the lighting
equation, then combine with the colour supplied by a texture in the fragment
shader.
vec3 vColour = PhongModel(p, n);//
Get the texel colour from the texture samplervec4 vTexColour = texture(sampler0, vTexCoord);//
Combine object colour and texture vec4 vMixedColour = vTexColour * vec4(vColour, 1.0f);