/**
 * Copyright 1998-2010 Epic Games, Inc. All Rights Reserved.
 */

uniform vec4 LightMapScale;
uniform sampler2D TextureBase;
uniform sampler2D TextureLightmap;

varying vec2 UVBase;
varying vec2 UVLightmap;

void main()
{
    lowp vec4 BaseColor = texture2D(TextureBase, UVBase);
	
	ALPHAKILL(BaseColor.w)
	
    lowp vec4 LightmapColor = texture2D(TextureLightmap, UVLightmap) * vec4(LightMapScale.xyz, 1);
//    vec4 LightmapColor = texture2D(TextureLightmap, UVLightmap);
//    vec4 LightmapColor = texture2D(TextureLightmap, gl_FragCoord.xy * vec2(1.0/320.0, 1.0/480.0));
    gl_FragColor = LightmapColor * BaseColor;
}

