#if defined(SPECULAR) uniform sampler2D texture4; #define brighttexture texture4 #elif defined(PBR) uniform sampler2D texture6; #define brighttexture texture6 #else uniform sampler2D texture2; #define brighttexture texture2 #endif vec4 ProcessTexel() { return getTexel(vTexCoord.st); } vec4 ProcessLight(vec4 color) { vec4 brightpix = desaturate(texture(brighttexture, vTexCoord.st)); return vec4(min (color.rgb + brightpix.rgb, 1.0), color.a); }