uniform sampler2D reflectivity; uniform float dmax; varying vec2 p1; varying vec2 p2; varying float factor; void main() { if(factor>=dmax) gl_FragColor.rgb = vec3(0.5,0.5,0.5); else gl_FragColor.rgb = tex2D(reflectivity,p2).rgb * sqrt(factor/dmax); gl_FragColor.a = 1.0; }