 
 #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()
 {


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

	gl_FragColor = diffuseColor;
}
// shadertype=glsl

[Features]
F_VertexColor	= vertexColor
F_TexCoord		= vertexTexCoord0
F_Texture		= texture0

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

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

void main()
{
