00001 void main() 00002 { 00003 //Use the first set of texture coordinates in the fragment shader 00004 gl_TexCoord[0] = gl_MultiTexCoord0; 00005 00006 // Transform the position to screen space 00007 gl_Position = ftransform(); 00008 } 00009 00010 ~~~~~~~ 00011 00012 uniform sampler2D Texture0; 00013 uniform sampler2D Texture1; 00014 00015 void main() 00016 { 00017 // Get the diffuse texture 00018 vec4 diffuse = texture2D( Texture0, gl_TexCoord[0].xy ); 00019 00020 // Get the light texture 00021 vec4 lights = texture2D( Texture1, gl_TexCoord[0].xy ); 00022 00023 // Cut off? 00024 gl_FragColor = diffuse * ( lights + gl_LightModel.ambient ); 00025 }
1.5.1-p1