uniform sampler2D palette; uniform sampler2D colormap; uniform sampler2D skin; uniform float ambient; uniform float shadelight; uniform vec3 lightvec; varying vec3 normal; varying vec2 st; varying vec4 color; void main (void) { float pix = texture2D (skin, st).r; float light = ambient; float d, col; d = dot (normal, lightvec); d = min (d, 0.0); light = 255.0 - light; light += d * shadelight; col = texture2D (colormap, vec2 (pix, light / 255.0)).r; gl_FragColor = texture2D (palette, vec2 (col, 0.5)); }