uniform vec4 HG_DepthRange; uniform sampler2D HG_Texture0; uniform sampler2D HG_Texture1; varying vec3 normal; varying vec3 pos; varying vec3 gpos; void main() { vec4 IM = texture2D( HG_Texture0, gl_TexCoord[0].xy ); IM.r = clamp( IM.r*2.-.5, 0., 1. ); IM.rgb = vec3( IM.r, IM.r, IM.r ); IM.rgb *= normal; gl_FragColor = IM; }