#version 330 precision highp float; in Fragment { vec4 color; } fragment; in vec3 ambient; out vec4 color; void main_textured(void) { color = fragment.color;//texture2D(Diffuse,vert.texcoord);//fragment.color; } void main(void) { vec3 N; N.xy = gl_PointCoord.st*vec2(2.0, -2.0) + vec2(-1.0, 1.0); float mag = dot(N.xy, N.xy); if (mag > 1.0) discard; vec4 texel = fragment.color;//vec4(1,0,0,1);//fragment.color*texture(Diffuse,vert.texcoord);//fragment.color; vec3 ct; float at,af; af = 1.0; ct = texel.rgb; at = texel.a; vec3 lightDir= vec3(1,0,0); float diffuse = max(0.0, dot(lightDir, N)); color = vec4(ct * diffuse, at * af); }