uniform sampler2D tex; uniform vec3 ambient; uniform sampler2D spectex; void main() { vec2 texc = gl_TexCoord[0].xy; vec4 col = texture2D(tex, texc); vec4 specular = texture2D(spectex, texc); col.xyz += ambient; float spec = col.a - 0.05; spec *= specular.a; col.xyz += spec; col.a = 1.0; gl_FragColor = col; }