uniform sampler2DRect sceneTexture; uniform sampler2DRect intensityMapTexture; varying vec2 texcoord_scene; varying vec2 texcoord_intensityMap; varying vec2 texCoord; void main(void) { vec4 sceneColor; vec4 blendColor; //sceneColor = texture2DRect(sceneTexture, gl_FragCoord); blendColor = texture2DRect(intensityMapTexture, gl_FragCoord); //gl_FragColor = blendColor * texture2DRect( sceneTexture, texCoord*vec2(1920, 1200)) ; gl_FragColor = texture2DRect( sceneTexture, texCoord*vec2(1920, 1200)) ; }