uniform sampler2D texture2; vec4 ProcessTexel() { return getTexel(gl_TexCoord[0].st); } vec4 ProcessLight(vec4 color) { vec4 brightpix = desaturate(texture2D(texture2, gl_TexCoord[0].st)); return vec4(min (color.rgb + brightpix.rgb, 1.0), color.a); }