#version 130 uniform sampler2D tex; uniform sampler2D lighttex; uniform int hastex; uniform int haslightmap; noperspective in vec3 nor; void main() { vec4 light = vec4(1.0); if (haslightmap != 0) { light = texture2D(lighttex, gl_TexCoord[1].xy); } if (hastex != 0) gl_FragData[0] = texture2D(tex, gl_TexCoord[0].xy) * light; else gl_FragData[0] = gl_Color; gl_FragData[1] = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z); }