uniform sampler2D Albedo; #if __VERSION__ >= 130 in vec2 uv; out vec4 FragColor; #else varying vec2 uv; #define FragColor gl_FragColor #endif vec3 getLightFactor(float specMapValue); void main(void) { vec4 color = texture(Albedo, uv); if (color.a < 0.5) discard; vec3 LightFactor = getLightFactor(1.); FragColor = vec4(color.xyz * LightFactor, 1.); }