uniform sampler2D Palette, DiffuseTexture; uniform vec2 PaletteRows; void main() { vec4 x = texture2D(DiffuseTexture, gl_TexCoord[0].st); vec4 color = texture2D(Palette, vec2(dot(x, gl_TexCoord[1]), PaletteRows.x)); if (color.a < 0.01) discard; gl_FragColor = color; }