#version 430 uniform vec3 La; uniform float Gamma; layout (binding=0) uniform sampler2D DiffuseTexture; layout (binding=1) uniform sampler2D LightingTexture; in VertexData { vec3 Position; vec2 TextureCoord; } Input; out vec4 FragmentColor; void main() { vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord); vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord); //FragmentColor = LightingTexel + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0); //FragmentColor = DiffuseTexel; FragmentColor = DiffuseTexel * (vec4(La, 0.0) + vec4(LightingTexel.rgb, 0.0)) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0); //FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a); }