uniform sampler2D color_tex; //uniform sampler2D ao_tex; uniform sampler2D normal_tex; uniform sampler2D spec_emis_tex; uniform vec4 fg_SunAmbientColor; void main() { vec2 coords = gl_TexCoord[0].xy; float initialized = texture2D( spec_emis_tex, coords ).a; if ( initialized < 0.1 ) discard; vec3 tcolor = texture2D( color_tex, coords ).rgb; // float ao = texture2D( ao_tex, coords ).r; // gl_FragColor = vec4(tcolor*fg_SunAmbientColor.rgb*ao, 1.0); gl_FragColor = vec4(tcolor*fg_SunAmbientColor.rgb, 1.0); }