uniform sampler2D tex0; uniform vec4 u_reflProps; #define glossMult (u_reflProps.x) FSIN vec3 v_normal; FSIN vec3 v_light; FSIN vec2 v_tex0; FSIN float v_fog; void main(void) { vec4 color = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); vec3 n = 2.0*v_normal-1.0; // unpack vec3 v = 2.0*v_light-1.0; // float s = dot(n, v); color = s*s*s*s*s*s*s*s*color*v_fog*glossMult; DoAlphaTest(color.a); FRAGCOLOR(color); }