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