precision mediump float; varying vec2 textureuv; // uv uniform sampler2D textures; uniform sampler2D emissives; uniform sampler2D normals; varying mat3 light1; // position, color, intensity-fadetime-? varying vec4 v_color; void main() { vec2 uv = textureuv; //gl_FragColor = texture2D(textures,uv);// + vec4(uv.xy / 4.,0.,1.); gl_FragColor = vec4(uv.xy / 1., 0., max(uv.x, uv.y)); //gl_FragColor = texture2D(textures,screen_intersection.xy); }