--- /dev/null
+/* vi: set ft=glsl */
+uniform sampler2D texmap;
+uniform sampler2D lightmap;
+
+varying vec3 vdir, ldir[3], normal;
+
+//#define KD gl_FrontMaterial.diffuse.rgb
+#define KD vec3(1.0, 1.0, 1.0)
+
+#define KS gl_FrontMaterial.specular.rgb
+#define SPOW gl_FrontMaterial.shininess
+
+#define LD(i) gl_LightSource[i].diffuse.rgb
+#define LS(i) gl_LightSource[i].specular.rgb
+
+vec3 calc_diffuse(in vec3 n, in vec3 l, in vec3 lcol)
+{
+ float ndotl = max(dot(n, l), 0.0);
+ return KD * lcol * ndotl;
+}
+
+vec3 calc_specular(in vec3 n, in vec3 l, in vec3 v, in vec3 lcol)
+{
+ vec3 h = normalize(l + v);
+ float ndoth = max(dot(n, h), 0.0);
+ return KS * lcol * pow(ndoth, SPOW);
+}
+
+void main()
+{
+ vec3 texel = texture2D(texmap, gl_TexCoord[0].st).rgb;
+ vec3 lumel = texture2D(lightmap, gl_TexCoord[1].st).rgb;
+
+ vec3 n = normalize(normal);
+ vec3 v = normalize(vdir);
+
+ vec3 diffuse = lumel * texel * 1.8;
+ vec3 specular = vec3(0.0, 0.0, 0.0);
+
+ /*
+ for(int i=0; i<3; i++) {
+ vec3 l = normalize(ldir[i]);
+ diffuse += calc_diffuse(n, l, LD(i)) * texel;
+ specular += calc_specular(n, l, v, LS(i));
+ }
+ */
+
+ vec3 ambient = gl_LightModel.ambient.rgb * KD * texel;
+ gl_FragColor.rgb = ambient + diffuse;// + specular;
+ gl_FragColor.a = gl_FrontMaterial.diffuse.a;
+}