#version 150 uniform sampler2D t0, tg1, ts; void main(void) { ivec2 tc = ivec2(gl_FragCoord.xy); vec4 v0 = texelFetch(t0, tc, 0), vg1 = texelFetch(tg1, tc, 0), vs = texelFetch(ts, tc, 0); float rad; float coeff = clamp(modf(v0.w, rad) * 1.1, 0., 1.); float reflectivity = 0.; float specularity = modf(vg1.w, reflectivity); reflectivity = clamp(reflectivity / 100., 0., 1.); qgl_FragData[0].rgb = mix(vs.rgb, v0.rgb, coeff * reflectivity); //qgl_FragData[0].rgb = vec3(v0.w); }