 varying float gfFogFactor;
 
 //testing material
-varying vec4 m_ambientC;
-varying vec4 m_diffuseC;
-varying vec4 m_specularC;
-varying vec4 m_emissionC;
-varying float m_shininess;	//a.ka. specular exponent
 varying vec4 m_color;
 
+//constants
 const float zero_float = 0.0;
 const float one_float = 1.0;
 

		if(gfTranslationVector != vec4(0.0, 0.0, 0.0, 0.0))
			fragColor += gfTranslationVector;
		fragColor = clamp(fragColor, zero_float, one_float);
		
	}
	
	if(hasColorKey){

#endif

#ifdef GF_GL_HAS_MAT_2D	//we have mat 2 + texture
		if(gfEmissionColor.a > 0.0 && gfEmissionColor.a <1.0){
			fragColor *= gfEmissionColor;
		}else if(fragColor.rgb == vec3(0.0, 0.0, 0.0)){
			fragColor.rgb = gfEmissionColor.rgb;
		}
#endif
	}
	
