varying vec2 v_TexCoord; varying vec3 v_ScreenCoord; uniform sampler2D g_Texture0; // {"hidden":true} uniform sampler2D g_Texture1; // {"hidden":true,"default":"_rt_FullFrameBuffer"} void main() { vec4 result = texSample2D(g_Texture0, v_TexCoord); vec2 screenCoord = v_ScreenCoord.xy / v_ScreenCoord.z * CAST2(0.5) + 0.5; vec4 bg = texSample2D(g_Texture1, screenCoord.xy); gl_FragColor.rgb = mix(bg.rgb, result.rgb, result.a); gl_FragColor.a = 1.0; }