return shader_new{name="img", vert=[=[ // Vertex shader void main() { // use ProjectionMatrix otherwise text printing breaks gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex; //gl_Position = gl_ModelViewMatrix * gl_Vertex; gl_FrontColor = gl_Color; gl_TexCoord[0] = gl_MultiTexCoord0; } ]=], frag=[=[ // Fragment shader uniform sampler2D tex0; void main() { vec4 color = gl_Color; vec4 tcolor = texture2D(tex0, gl_TexCoord[0].st); color *= tcolor; gl_FragColor = color; } ]=]}