2 uniform sampler2D texmap;
3 uniform sampler2D lightmap;
7 vec3 texel = texture2D(texmap, gl_TexCoord[0].st).rgb;
8 vec3 lumel = texture2D(lightmap, gl_TexCoord[1].st).rgb;
10 vec3 diffuse = lumel * texel * 1.8;
12 vec3 ambient = gl_LightModel.ambient.rgb * texel;
13 gl_FragColor.rgb = ambient + diffuse;
14 gl_FragColor.a = gl_FrontMaterial.diffuse.a;