uniform sampler2D MyTex; varying vec4 C; uniform float K; uniform float R; uniform float G; uniform float B; void main() { vec4 v = vec4(gl_Vertex); vec4 color = texture2D(MyTex, K*gl_MultiTexCoord0.st); v.z = color.r*R+color.g*G+color.b*B; C=color; gl_Position = gl_ModelViewProjectionMatrix * v; }