#version 130 uniform sampler2D texSampler2D; varying vec4 color; varying float alpha; varying vec4 gl_TexCoord[6]; varying vec4 userIn[2]; uniform int a, b; void main() { vec4 texColor = texture(texSampler2D, vec2(userIn[b] + gl_TexCoord[a] + gl_TexCoord[5])); texColor += color; texColor.a = alpha; gl_FragColor = gl_TexCoord[0] + gl_TexCoord[b] + texColor + userIn[a]; }