 #if defined( F_DiffuseTexture )
 	diffuseColor = diffuseColor * texture2D( u_DiffuseTexture, v_TexCoord0 );
 #endif	/*	F_DiffuseTexture	*/
-
-//#if defined( F_TestTexture )
-//	diffuseColor = diffuseColor + texture2D( Texture1, v_TexCoordTest );
-//#endif	/*	F_TestTexture	*/
 
 #if defined( F_AmbientColor )
 	vec4 ambientColor = Scene.ambient;

#if defined( F_DiffuseTexture )
	v_TexCoord0		= gl_MultiTexCoord0.xy;
#endif	/*	F_DiffuseTexture	*/

//#if defined( F_TestTexture )
//	v_TexCoordTest	= gl_MultiTexCoord0.xy;
//#endif	/*	F_TestTexture	*/
}     

[FragmentShader]

varying vec2 v_TexCoord0;
#endif	/*	F_DiffuseTexture	*/

void main()
{
	vec4 diffuseColor = Material.diffuse;
