uniform sampler2DRect sceneTexture; uniform sampler2DRect intensityMapTexture; varying vec2 texcoord_scene; varying vec2 texcoord_intensityMap; void main(void) { vec4 sceneColor; vec4 blendColor; sceneColor = texture2DRect(sceneTexture, gl_FragCoord); blendColor = texture2DRect(intensityMapTexture, gl_FragCoord); gl_FragColor = sceneColor * blendColor; }