#extension GL_ARB_texture_rectangle : enable

uniform sampler2DRect colormap;
uniform sampler2DRect normalmap;
uniform sampler2D lightmap;

void main()
{
vec3 color = texture2DRect(colormap,gl_FragCoord.xy).rgb;

vec3 normal = texture2DRect(normalmap,gl_FragCoord.xy).rgb;

vec3 lightdir = texture2D(lightmap,gl_TexCoord[0].xy).rgb;

float diff = max(0.1,dot(normal,lightdir)) * lightdir.b;
color*=diff;
//color*=;

gl_FragColor = vec4(color,1.0);
}