#version 150 /* DRAWBUFFERS:0 */ uniform sampler2D gtexture; uniform sampler2D lightmap; in vec2 texCoord; in vec4 tintColor; in vec2 lightCoord; out vec4 fragColor; void main() { vec4 color = texture(gtexture, texCoord); if (color.a < 0.1) discard; color *= tintColor; color.rgb *= texture(lightmap, lightCoord).rgb; fragColor = color; }