#version 120 #ifdef GL_ES precision mediump float; #endif varying vec4 v_color; varying vec2 v_texCoords; uniform sampler2D u_texture; // world texture, has alpha value that is meaningful uniform sampler2D tex1; // lightmap texture uniform vec2 tex1Offset; void main() { vec4 colorTex0 = texture2D(u_texture, v_texCoords); // world texture vec4 colorTex1 = texture2D(tex1, v_texCoords); // lightmap (RGBA) colorTex1 = vec4(colorTex1.www, 1.0); gl_FragColor = colorTex0 * colorTex1; }