#version 330 // Input vertex attributes (from vertex shader) in vec3 vertexPos; in vec2 fragTexCoord; in vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform sampler2D texture1; uniform vec4 colDiffuse; uniform float divider = 0.5; out vec4 finalColor; void main() { // // Texel color fetching from texture sampler vec4 texelColor0 = texture(texture0, fragTexCoord); // vec4 texelColor1 = texture(texture1, fragTexCoord); // float x = fract(fragTexCoord.s); // float final = smoothstep(divider - 0.1, divider + 0.1, x); finalColor = vec4(1, 1, 1, texelColor0.r);//xelColor0;//vec4(1, 1, 0.0, 1.0); }