uniform sampler2D texture; uniform sampler2D normalTex; varying vec2 texCoord; varying vec4 color; uniform vec4 ambientLight; uniform vec4 light[128]; uniform vec4 lightColor[128]; uniform float lightImpact; uniform int lightSize; void main() { vec4 pixTex = texture2D(texture, vec2(texCoord.x, 1-texCoord.y)); if (pixTex.a < 0.1) discard; if (lightSize > 0) { } gl_FragColor = pixTex * color * pixTex.a; }