 
 #if defined( F_VertexColor )
 	v_Color = gl_Color;
-#endif  /*  F_VertexColor    */
+#endif  //	F_VertexColor
+
+#if defined( F_TexCoord )
+	v_TexCoord0 = gl_MultiTexCoord0.xy;
+#endif	//	F_TexCoord
 }     
 
 [FragmentShader]
 #if defined( F_VertexColor )
 	varying vec4 v_Color;
-#endif  /*  F_VertexColor    */
+#endif  //	F_VertexColor
+
+#if defined( F_TexCoord )
+	varying vec2 v_TexCoord0;
+#endif	//	F_TexCoord
+
+#if defined( F_Texture )
+	uniform sampler2D Texture0;
+#endif	//	F_Texture
 
 void main()
 {

// shadertype=glsl

[Features]
F_VertexColor = vertexColor

[VertexShader]
#if defined( F_VertexColor )
	varying vec4 v_Color;
#endif  /*  F_VertexColor    */

void main()
{


#if defined( F_VertexColor )
	diffuseColor *= v_Color;
#endif  //	F_VertexColor

#if defined( F_Texture ) && defined( F_TexCoord )
	diffuseColor *= texture( Texture0, v_TexCoord0 );
#endif	//	F_TexCoord

	gl_FragColor = diffuseColor;
}