#version 110 uniform sampler2D texSampler2D; uniform sampler3D texSampler3D; uniform float blend; uniform vec2 scale; uniform vec4 u; varying vec2 t; varying vec3 coords; void main() { float blendscale = 1.789; vec4 v = texture2D(texSampler2D, (t + scale) / scale ).wzyx; vec4 w = texture3D(texSampler3D, coords) + v; gl_FragColor = mix(w, u, blend * blendscale); }