uniform sampler2D sceneTexture; uniform sampler2D intensityMapTexture; varying vec2 texcoord_scene; varying vec2 texcoord_intensityMap; void main(void) { vec4 sceneColor; vec4 blendColor; sceneColor = texture2D(sceneTexture, texcoord_scene); blendColor = texture2D(intensityMapTexture, gl_FragCoord); //gl_FragColor = vec4( 1.,1.,1.,1.); gl_FragColor = sceneColor; }