uniform sampler2D out_block_in; uniform sampler2D in_block_in; uniform bool out_block_in_enabled; uniform bool in_block_in_enabled; uniform vec4 color_in; uniform float ove_tprog_all; uniform float ove_tprog_out; uniform float ove_tprog_in; varying vec2 ove_texcoord; void main(void) { if (out_block_in_enabled && in_block_in_enabled) { vec4 out_block_col = mix(texture2D(out_block_in, ove_texcoord), color_in, ove_tprog_out); vec4 in_block_col = mix(texture2D(in_block_in, ove_texcoord), color_in, 1.0 - ove_tprog_in); gl_FragColor = out_block_col + in_block_col; } else if (out_block_in_enabled) { gl_FragColor = mix(texture2D(out_block_in, ove_texcoord), color_in, ove_tprog_all); } else if (in_block_in_enabled) { gl_FragColor = mix(texture2D(in_block_in, ove_texcoord), color_in, 1.0 - ove_tprog_all); } else { gl_FragColor = vec4(0.0); } }