varying float LightIntensity; uniform float Frequency; uniform sampler2D TexUnit; void main() { float s = gl_TexCoord[0].s; float t = gl_TexCoord[0].t; float sf = fract( s * Frequency ); float tf = fract( t * Frequency ); vec3 newcolor = texture2D( TexUnit, vec2(sf,tf) ).rgb; gl_FragColor = vec4( LightIntensity*newcolor.rgb, 1. ); }