Alright. I got it.
Now it works. I simply didn't multiply the values!
Man, you helped me a lot! Really! How can I thank you for this??? I was 
working on that problem for... ages!
It doesn't explain why it worked perfectly fine on older machines nor does 
it explain what to do in OpenGL 1.0 but at least it is a solution!
Thank you very much!
 Tobias

Am Dienstag, 7. August 2012 09:08:57 UTC+2 schrieb Romain Guy (Google):
>
> Hi,
>
> You should output your colors with premultiplied alpha. Your code should 
> look like this:
>
> vec3 color = clamp(textureColor.rgb * lightWeighting.xyz, 0.0, 1.0);
> color *= 0.5; // premultiply by alpha
>
> gl_FragColor = vec4(color, 0.5);
>
>
>  

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