#version 110 const int BLEND_MODE_ADD = 0; const int BLEND_MODE_AVERAGE = 1; const int BLEND_MODE_COLORBURN = 2; const int BLEND_MODE_COLORDODGE = 3; const int BLEND_MODE_DARKEN = 4; const int BLEND_MODE_DIFFERENCE = 5; const int BLEND_MODE_EXCLUSION = 6; const int BLEND_MODE_GLOW = 7; const int BLEND_MODE_HARDLIGHT = 8; const int BLEND_MODE_HARDMIX = 9; const int BLEND_MODE_LIGHTEN = 10; const int BLEND_MODE_LINEARBURN = 11; const int BLEND_MODE_LINEARDODGE = 12; const int BLEND_MODE_LINEARLIGHT = 13; const int BLEND_MODE_MULTIPLY = 14; const int BLEND_MODE_NEGATION = 15; const int BLEND_MODE_NORMAL = 16; const int BLEND_MODE_OVERLAY = 17; const int BLEND_MODE_PHOENIX = 18; const int BLEND_MODE_PINLIGHT = 19; const int BLEND_MODE_REFLECT = 20; const int BLEND_MODE_SCREEN = 21; const int BLEND_MODE_SOFTLIGHT = 22; const int BLEND_MODE_SUBSTRACT = 23; const int BLEND_MODE_SUBTRACT = 24; const int BLEND_MODE_VIVIDLIGHT = 25; uniform sampler2D background; uniform sampler2D texture; varying vec2 vTexCoord; void main(void) { gl_FragColor = texture2D(background, vTexCoord); // gl_FragColor = texture2D(texture, vTexCoord)*2.0; }