uniform sampler2D sampler0; uniform sampler2D whitering; void main (void) { vec4 texel = texture2D(sampler0, gl_TexCoord[0].st); vec3 ct = texel.rgb; float at = texel.a; vec3 cf = gl_Color.rgb; float af = gl_Color.a; gl_FragColor = vec4(ct*cf,at*af); vec4 texel2 = texture2D(whitering, gl_TexCoord[1].st); gl_FragColor += texel2; }