 	#endif
 	
 	#if defined(HAS_ALPHAMAP)
-		color.a *= texture2D(m_AlphaMap, texCoord1).r;
+		color.a *= texture2D(m_AlphaMap, alphaTexCoord).r;
 	#endif
 	
 	color.a *= m_GlobalAlpha;

uniform bool m_EffectPulse;
uniform bool m_EffectPulseColor;
uniform bool m_EffectSaturate;
uniform float m_EffectStep;
uniform float m_GlobalAlpha;


	vec4 color = vec4(1.0);
	
	#ifdef HAS_COLORMAP
		if (m_EffectImageSwap) {
			color *= texture2D(m_ColorMap, texCoord2);
		} else {
			color *= texture2D(m_ColorMap, texCoord1);
		}
		
		if (m_UseEffect) {
			if (m_EffectPulse) {
				color = mix(color, texture2D(m_EffectMap, texCoord2), m_EffectStep);
			} else if (m_EffectFade) {
				color.a *= m_EffectStep;
			} else if (m_EffectPulseColor) {
