varying vec4 vColor; varying float vLightIntensity; varying vec2 vST; uniform float Blend; uniform float OffsetS, OffsetT; uniform float Frequency; uniform sampler2D TexUnit; void main() { float s = vST.s; float t = vST.t; float sf = fract( s * Frequency + OffsetS ); float tf = fract( t * Frequency + OffsetT ); vec3 newcolor = texture2D( TexUnit, vec2(sf,tf) ).rgb; newcolor = mix( newcolor, vColor.rgb, Blend ); gl_FragColor = vec4( vLightIntensity*newcolor, 1. ); }