- uniform sampler1D tex0;
- uniform sampler2D tex1;
- uniform int pass;
- void main(void)
- {
- if (pass == 1)
- gl_FragColor = texture1D(tex0, gl_TexCoord[0].s) * gl_Color * texture2D(tex1, vec2(gl_TexCoord[1])) * 2.0;
- else
- gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
- }