 
 #if defined( F_VertexColor )
 	diffuseColor *= v_Color;
-#endif  /*  F_VertexColor    */
+#endif  //	F_VertexColor
+
+#if defined( F_Texture ) && defined( F_TexCoord )
+	diffuseColor *= texture( Texture0, v_TexCoord0 );
+#endif	//	F_TexCoord
 
 	gl_FragColor = diffuseColor;
 }
// shadertype=glsl

[Features]
F_VertexColor = vertexColor

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

void main()
{


#if defined( F_VertexColor )
	v_Color = gl_Color;
#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

#if defined( F_TexCoord )
	varying vec2 v_TexCoord0;
#endif	//	F_TexCoord

#if defined( F_Texture )
	uniform sampler2D Texture0;
#endif	//	F_Texture

void main()
{
