#include "common_blending.h" varying vec2 v_TexCoord; varying vec3 v_ScreenCoord; uniform sampler2D g_Texture0; uniform sampler2D g_Texture1; void main() { vec4 albedo = texSample2D(g_Texture0, v_TexCoord); #if BLENDMODE == 0 gl_FragColor = albedo; #else vec2 screenCoord = v_ScreenCoord.xy / v_ScreenCoord.z * vec2(0.5, 0.5) + 0.5; vec4 screen = texSample2D(g_Texture1, screenCoord); gl_FragColor.rgb = ApplyBlending(BLENDMODE, screen.rgb, albedo.rgb, albedo.a); gl_FragColor.a = screen.a; #endif }