[vertex] layout(location=0) in highp vec4 vertex_attrib; layout(location=4) in vec2 uv_in; out vec2 uv_interp; void main() { uv_interp = uv_in; gl_Position = vertex_attrib; } [fragment] in vec2 uv_interp; uniform sampler2D source_specular; //texunit:0 uniform sampler2D source_ssr; //texunit:1 uniform vec2 pixel_size; in vec2 uv2_interp; layout(location = 0) out vec4 frag_color; void main() { vec4 specular = texture( source_specular, uv_interp ); #ifdef USE_SSR vec4 ssr = textureLod(source_ssr,uv_interp,0.0); specular.rgb = mix(specular.rgb,ssr.rgb*specular.a,ssr.a); #endif frag_color = vec4(specular.rgb,1.0); }