#version 150 #extension GL_ARB_explicit_attrib_location : enable #extension GL_ARB_explicit_uniform_location : enable layout(location = 0) out vec4 frag_color ; layout(location = 1) uniform vec4 globalAmbient ; uniform sampler2D texture ; uniform sampler2D night_tex ; in vec2 texcoord; void main() { vec3 color2 = texture2D(texture,texcoord).xyz ; frag_color = mix(texture2D(night_tex,texcoord) * (1-globalAmbient.a), texture2D(texture,texcoord) * vec4(normalize(globalAmbient.xyz),1), (globalAmbient.a + 1) / 2) ; }