// imitation of the Unreal Engine 1.x ambient glow effect // plus brightmapping vec4 ProcessLight( vec4 color ) { float bright = texture(brighttex,vTexCoord.st).x; float glow = 0.25+0.2*sin(timer*8); return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.0),color.a); } vec4 ProcessTexel() { return getTexel(vTexCoord.st); }