#version 400 uniform sampler2D texSampler2D; uniform sampler3D texSampler3D; in float blend; in vec2 scale; in vec4 u; in vec2 t; in vec3 coords; void main() { float blendscale = 1.789; vec4 v = texture(texSampler2D, (t + scale) / scale ).wzyx; vec4 w = texture(texSampler3D, coords) + v; gl_FragColor = mix(w, u, blend * blendscale); }