#version 140 uniform sampler1D texSampler1D; uniform sampler2D texSampler2D; varying float blend; varying vec4 u; in vec2 coords2D; void main() { float blendscale = 1.789; float bias = 2.0; float coords1D = 1.789; vec4 color = vec4(0.0, 0.0, 0.0, 0.0); #line 53 color += texture (texSampler1D, coords1D); color += texture (texSampler1D, coords1D, bias); #line 102 color += texture (texSampler2D, coords2D); color += texture (texSampler2D, coords2D, bias); gl_FragColor = mix(color, u, blend * blendscale); }