uniform sampler2D color_tex; uniform sampler2D ao_tex; uniform sampler2D normal_tex; uniform sampler2D spec_emis_tex; uniform vec4 fg_SunAmbientColor; uniform bool ambientOcclusion; uniform float ambientOcclusionStrength; 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 = 1.0; if (ambientOcclusion) { ao = 1.0 - ambientOcclusionStrength * (1.0 - texture2D( ao_tex, coords ).r); } gl_FragColor = vec4(tcolor * fg_SunAmbientColor.rgb * ao, 1.0); }