// multiplies rgb and brightmap intensity void SetupMaterial( inout Material mat ) { mat.Base = getTexel(vTexCoord.st); mat.Base.rgb *= OVERFACT; mat.Normal = ApplyNormalMap(vTexCoord.st); if ( (uTextureMode&TEXF_Brightmap) != 0 ) { mat.Bright = texture(brighttexture,vTexCoord.st); mat.Bright.rgb *= OVERFACT; } }