#version 330 core out vec4 FragColor; in vec2 TexCoord; in vec2 BTexCoord; in vec4 DaColor; in vec4 Viewport; in mat4 ProjInv; in vec4 FogColor; in vec2 FogStartEnd; uniform sampler2D atlas; uniform sampler2D lightTex; void main() { vec4 texColor = texture(atlas, TexCoord); vec4 colorMult = DaColor/256.0; vec4 lightyColor = texture(lightTex, (BTexCoord + 8.0) / 256.0); vec4 rasterColor = ((texColor * colorMult) * lightyColor); FragColor = rasterColor; }