uniform sampler2D blurTex; uniform sampler2D tex1; uniform sampler2D tex2; varying float opacity; void main() { vec4 gauss = texture2D( blurTex, gl_TexCoord[0].st); vec4 base = texture2D( tex1, gl_TexCoord[1].st); vec4 blend = texture2D( tex2, gl_TexCoord[2].st); vec4 mixed = mix(base, blend, opacity); gl_FragColor = vec4(mixed.rgb, gauss.r); }