 	if(gfFogEnabled)
 		fragColor = fragColor * gfFogFactor + vec4(gfFogColor, zero_float) * (one_float - gfFogFactor);
 	
-	//fragColor.a = gfEmissionColor.a;
-	
 	gl_FragColor = fragColor;
+
 }
			if(gfNumLights>0){
				fragColor *= vec4(rgb, alpha);
			}else{
				fragColor = vec4(rgb, alpha);
			}
#else	//ifndef GF_GL_IS_YUV
		if(gfNumLights>0){	//RGB texture
			fragColor *= texture2DRect(y_plane, TexCoord);
		}else if(gfNumLights==0){	//RGB texture with material 2D
			fragColor = texture2DRect(y_plane, TexCoord);
		}
#endif
#else	//ifndef GF_GL_IS_RECT

			if(gfNumLights>0){
				fragColor *= vec4(rgb, alpha);
			}else{
				fragColor *= vec4(rgb, alpha);
			}
#else	//ifndef GF_GL_IS_YUV
		if(gfNumLights>0){	//RGB texture
			fragColor *= texture2D(y_plane, TexCoord);
		}else if(gfNumLights==0){	//RGB texture with material 2D [TODO: check]
			fragColor *= texture2D(y_plane, TexCoord);
		}
#endif
#endif
