#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_out; uniform float ove_tprog_in; in vec2 ove_texcoord; out vec4 fragColor; void main(void) { vec4 out_block_col; vec4 in_block_col; if (out_block_in_enabled) { out_block_col = texture(out_block_in, ove_texcoord) * pow(ove_tprog_out, 2.0); } else { out_block_col = vec4(0.0); } if (in_block_in_enabled) { in_block_col = texture(in_block_in, ove_texcoord) * pow(ove_tprog_in, 2.0); } else { in_block_col = vec4(0.0); } fragColor = out_block_col + in_block_col; }