#version 120 /* DRAWBUFFERS:3 */ #define gbuffers_skytextured #include "shaders.settings" varying vec4 color; varying vec2 texcoord; uniform sampler2D texture; void main() { #ifdef defskybox gl_FragData[0] = texture2D(texture,texcoord.xy)*color; #else gl_FragData[0] = vec4(0.0); #endif }