#version 300 es /*this will affect all the float guys (float, vecN, matN )*/ precision mediump float; in vec3 fragPos; in vec2 frag_uv; //coordinate 2d di texure uniform sampler2D inTex1; //campionatore 2d uniform sampler2D inTex2; out vec4 FragColor; vec4 max4(vec4 a, vec4 b){ return vec4( max(a.x, b.x), max(a.y, b.y), max(a.z, b.z), max(a.w, b.w)); } void main() { float mergeFac = 0.6; float adjFac = 1.5; //FragColor = vec4(1.0f, 1.0f, 0, 1); FragColor = mix(texture(inTex1, frag_uv), texture(inTex2, frag_uv), mergeFac); FragColor = vec4( clamp( 0, 1, adjFac * FragColor.x), clamp( 0, 1, adjFac * FragColor.y), clamp( 0, 1, adjFac * FragColor.z), clamp( 0, 1, adjFac * FragColor.w)); //FragColor = 0.25 * texture(inTex1, frag_uv) + 0.75 * texture(inTex2, frag_uv);//max4(texture(inTex1, frag_uv) , texture(inTex2, frag_uv)); }