#version 150 uniform sampler2D out_block_in; uniform sampler2D in_block_in; uniform bool out_block_in_enabled; uniform bool in_block_in_enabled; uniform float ove_tprog_all; in vec2 ove_texcoord; out vec4 fragColor; void main(void) { vec4 composite = vec4(0.0); if (out_block_in_enabled) { composite += texture(out_block_in, ove_texcoord) * (1.0 - ove_tprog_all); } if (in_block_in_enabled) { vec4 in_block_col = texture(in_block_in, ove_texcoord) * ove_tprog_all; composite += in_block_col; } fragColor = composite; }