uniform sampler2D tex0; uniform sampler2D tex1; uniform vec4 u_lightMap; in vec4 v_color; in vec2 v_tex0; in vec2 v_tex1; in float v_fog; out vec4 color; void main(void) { vec4 t0 = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); vec4 t1 = texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y)); color = t0*v_color*(1 + u_lightMap*(2*t1-1)); color.a = v_color.a*t0.a*u_lightMap.a; color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog); DoAlphaTest(color.a); }