#version 120 uniform sampler2D texture; uniform sampler2D lightmap; varying vec4 color; varying vec4 texcoord; varying vec4 lmcoord; void main() { //discard; gl_FragData[0] = vec4(texture2D(texture, texcoord.st).rgb, texture2D(texture, texcoord.st).a * 1.0f) * color; gl_FragData[1] = vec4(0.0f); gl_FragData[2] = vec4(0.0f); gl_FragData[3] = vec4(0.0f); /* //store lightmap in auxilliary texture. r = torch light. g = lightning. b = sky light. vec3 lightmaptorch = texture2D(lightmap, vec2(lmcoord.s, 0.00f)).rgb; vec3 lightmapsky = texture2D(lightmap, vec2(0.0f, lmcoord.t)).rgb; //vec4 lightmap = texture2D(lightmap, lmcoord.st); vec4 lightmap = vec4(0.0f, 0.0f, 0.0f, 1.0f); //Separate lightmap types lightmap.r = dot(lightmaptorch, vec3(1.0f)); lightmap.b = dot(lightmapsky, vec3(1.0f)); */ //gl_FragData[5] = vec4(lightmap.rgb, texture2D(texture, texcoord.st).a * color.a * 0.0f); //gl_FragData[6] = vec4(0.0f, 0.0f, 1.0f, 0.0f); //gl_FragData[7] = vec4(0.0f, 0.0f, 0.0f, 0.0f); }