#version 120 /* DRAWBUFFERS:26 */ varying vec4 color; varying vec2 texcoord; varying float lmcoord; uniform sampler2D texture; void main() { vec4 tex = texture2D(texture, texcoord.xy)*color; gl_FragData[0] = vec4(vec3(1.0,lmcoord,1.0),tex.a*length(tex.rgb)/1.732); //render weather infront of transparency gl_FragData[1] = vec4(vec3(1.0,lmcoord,1.0),tex.a*length(tex.rgb)/1.732); //render weather for everything else }