uniform sampler2D Albedo; in vec2 uv; in vec4 color; out vec4 FragColor; vec3 getLightFactor(float specMapValue); void main(void) { vec4 col = texture(Albedo, uv); col.xyz *= pow(color.xyz, vec3(2.2)); if (col.a * color.a < 0.5) discard; vec3 LightFactor = getLightFactor(1.); FragColor = vec4(col.xyz * LightFactor, 1.); }