[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] #if !defined(GLES_OVER_GL) precision mediump float; #endif 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); }