1#version 110 2 3uniform sampler2D texSampler2D; 4uniform sampler3D texSampler3D; 5 6uniform float blend; 7uniform vec2 scale; 8uniform vec4 u; 9 10varying vec2 t; 11varying vec3 coords; 12 13void main() 14{ 15 float blendscale = 1.789; 16 17 vec4 v = texture2D(texSampler2D, (t + scale) / scale ).wzyx; 18 19 vec4 w = texture3D(texSampler3D, coords) + v; 20 21 gl_FragColor = mix(w, u, blend * blendscale); 22} 23