3 uniform sampler1D texSampler1D;
4 uniform sampler2D texSampler2D;
13 float blendscale = 1.789;
15 float coords1D = 1.789;
16 vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
18 color += texture (texSampler1D, coords1D);
19 color += texture (texSampler1D, coords1D, bias);
21 color += texture (texSampler2D, coords2D);
22 color += texture (texSampler2D, coords2D, bias);
24 gl_FragColor = mix(color, u, blend * blendscale);