precision mediump float; varying vec2 in_texcoord; varying vec2 in_texcoord2; varying vec4 g_color; uniform sampler2D in_sampler; uniform sampler2D in_sampler2; void main() { vec4 color = texture2D( in_sampler, in_texcoord ); vec4 color2 = texture2D( in_sampler2, in_texcoord2 ); float brightness = (color.x + color.y + color.z) / 3.0; vec3 blend = color2.xyz * brightness; vec4 final = vec4( color2.xyz, color.a ); gl_FragColor = vec4( in_texcoord.x, fTexCoord.y, 0.0, 1.0 ); }