#version 330 uniform sampler2D texture0; uniform vec4 colDiffuse; in vec2 frag_texcoord; in vec4 frag_colour; in vec3 frag_lighting; out vec4 finalColor; void main() { vec4 texel = texture(texture0, frag_texcoord) * // colDiffuse * frag_colour + colDiffuse; vec3 lighting = max( frag_lighting, vec3(0.0) ); finalColor = vec4( texel.rgb * lighting, texel.a ); }