#version 400 | |
uniform sampler2D texSampler2D; | |
uniform sampler3D texSampler3D; | |
in float blend; | |
in vec2 scale; | |
in vec4 u; | |
in vec2 t; | |
in vec3 coords; | |
void main() | |
{ | |
float blendscale = 1.789; | |
vec4 v = texture(texSampler2D, (t + scale) / scale ).wzyx; | |
vec4 w = texture(texSampler3D, coords) + v; | |
gl_FragColor = mix(w, u, blend * blendscale); | |
} |