/* vi: set ft=glsl */ uniform sampler2D lightmap; void main() { vec3 lumel = texture2D(lightmap, gl_TexCoord[1].st).rgb; vec3 diffuse = gl_FrontMaterial.diffuse.rgb * lumel * 1.8; vec3 ambient = gl_LightModel.ambient.rgb * gl_FrontMaterial.diffuse.rgb; gl_FragColor.rgb = ambient + diffuse; gl_FragColor.a = gl_FrontMaterial.diffuse.a; }