varying vec4 ambientGlobal/*,ambientA[8],diffuseA[8]*/; varying vec4 pixelpos; uniform sampler2D tex; void main() { vec4 color = ambientGlobal; vec4 white = vec4(1.0, 1.0, 1.5, 1.0); //color = white; vec4 texcolor = texture2D(tex, gl_TexCoord[0].st); color = clamp(texcolor * color, 0.0, 1.0); //color = color * vec4(1.0, 1.0, 1.0, 0.5); gl_FragColor = color; // gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); }