uniform sampler2D color_tex; uniform sampler2D spec_emis_tex; void main() { vec2 coords = gl_TexCoord[0].xy; vec4 spec_emis = texture2D( spec_emis_tex, coords ); if ( spec_emis.a < 0.1 ) spec_emis.z = 0.0; vec3 tcolor = texture2D( color_tex, coords ).rgb; gl_FragColor = vec4(tcolor * spec_emis.z, 1.0); }