#define COMPAT_PRECISION varying vec2 TEX0; #if defined(VERTEX) void main() { TEX0 = gl_MultiTexCoord0.st; //vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } #elif defined(FRAGMENT) uniform sampler2D Texture; void main() { gl_FragColor = vec4(TEX0.s, TEX0.t, 0, 1); texture2D(Texture, TEX0); } #endif