 	
 	int count = 4;
 	
-	if (sceneColor.a > 5.0f || lightswitch < 1.0f) {
+	if (resultColor.a > 5.0f || lightswitch < 1.0f) {
 		count = 0;
 	}
 	

	}
	if (pngswitch < 1.0f) {	
    	lightSpecular *= .05;
		color = (sceneColor + lightAmbientDiffuse) + lightSpecular;
	} else {
		vec4 texColor = texture2D(ldpePngSampler, tex.xy);
		if (sceneColor.a == 7.0f) {
			color = sceneColor;
		} else {
			color = texColor + sceneColor;
		}	
	}
}

void main()
{
	
	vec4   resultColor = vec4(sceneColor);
	
    if (resultColor.a < 0.1f) {
    	discard;
    }
    
    MyFunction(resultColor);
    
	lights[0] = light0;
	lights[1] = light1;
