#ifdef OR_IN_OUT in vec2 v_texCoord0; #else varying vec2 v_texCoord0; #endif uniform sampler2D tex0; uniform sampler2D tex1; #ifndef OR_GL_FRAGCOLOR out vec4 o_color; #endif void main() { #ifndef OR_GL_TEXTURE2D vec4 src = texture(tex0, v_texCoord0); vec4 dest = texture(tex1, v_texCoord0); #else vec4 src = texture2D(tex0, v_texCoord0); vec4 dest = texture2D(tex1, v_texCoord0); #endif float lboth = src.a * dest.a; vec4 result = src * lboth; #ifdef OR_GL_FRAGCOLOR gl_FragColor = result; #else o_color = result; #endif }