 #define in varying
 #endif
 
-in vec2 fragmentst;
+in vec2 fragmentuv;
 
 void main()
 {
-	gl_FragColor = tint * texture2D( texture, fragmentst );
+	gl_FragColor = tint * texture2D( texture, fragmentuv );
 	gl_FragColor = vec4( gl_FragColor.rgb * mult, gl_FragColor.a );
 }

//  LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
//  NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
//  SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//  
//////////////////////////////////////////////////////////////////////////

uniform float mult;

//////////////////////////////////////////////////////////////////////////
//
//  Copyright (c) 2013, Image Engine Design Inc. All rights reserved.
//
//  Redistribution and use in source and binary forms, with or without
//  modification, are permitted provided that the following conditions are
//  met:
//
//      * Redistributions of source code must retain the above
//        copyright notice, this list of conditions and the following
//        disclaimer.
//
//      * Redistributions in binary form must reproduce the above
//        copyright notice, this list of conditions and the following
//        disclaimer in the documentation and/or other materials provided with
//        the distribution.
//
//      * Neither the name of John Haddon nor the names of
//        any other contributors to this software may be used to endorse or
//        promote products derived from this software without specific prior
//        written permission.
//
//  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
//  IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
//  THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
