#version 120 const int nLightCount = 2; //Masks: R = Glow, G = Owner Color, B = Engine Glow uniform sampler2D diffuse; varying vec2 uv; void main() { //vec3 color = gl_FrontMaterial.diffuse.rgb; vec3 texSamp = texture2D(diffuse, uv.xy).rgb; float value = max(texSamp.r, max(texSamp.g, texSamp.b)); //Shrink value range value = mix(0.5, 1.0, value); gl_FragColor.rgb = value * vec3(0.1,0.1,1.0); gl_FragColor.a = 1.0; }