uniform sampler2D map1;
uniform sampler2D map2;
uniform vec3 lightcolor;
uniform float gloss;
varying vec2 uv1;
varying vec2 uv2;

void main()
{
   float i= pow(texture2D(map1, uv1).a, gloss);
	vec3 col1= lightcolor.xyz * i;
   vec3 col2= texture2D(map2, uv2).aaa;
	col1= col1*col2;
	gl_FragColor = vec4(col1, 1.0-col2.r);
}
