uniform sampler2DArray textures; uniform vec4 colorMul[10]; in vec4 vColor; in vec4 vTextureInfo; in vec2 vTextureOffset; in float vAtlas; in vec3 vLighting; in float vID; out vec4 fragColor; #include lookup_texture void main() { vec4 col = atlasTexture(); if (col.a <= 0.05) discard; col *= vColor; col.rgb *= vLighting; fragColor = col * colorMul[int(vID)]; }