varying vec2 uv, uv1, uv2; uniform sampler2D textures[3]; uniform vec4 sprite1; uniform vec4 sprite2; uniform float fade; vec4 alphaBlend(vec4 dest, vec4 src) { float alpha = src.a + (dest.a * (1.0 - src.a)); return vec4( ((src.rgb * src.a) + (dest.rgb * dest.a * (1.0 - src.a))) / alpha, alpha); } void main() { vec4 result = texture2D(textures[0],uv); result.rgb *= gl_Color.rgb; vec4 icon1 = texture2D(textures[1], mix(sprite1.xy, sprite1.zw, uv1)); icon1.rgb = (fade * icon1.rgb) + ((1.0 - fade) * gl_Color.rgb); if(all(bvec4( greaterThanEqual(uv1, vec2(0.0)), lessThanEqual(uv1, vec2(1.0))))) result = alphaBlend( result, icon1 ); vec4 icon2 = texture2D(textures[2], mix(sprite2.xy, sprite2.zw, uv2)); icon2.a *= fade; if(all(bvec4( greaterThanEqual(uv2, vec2(0.0)), lessThanEqual(uv2, vec2(1.0))))) result = alphaBlend( result, icon2 ); result.a *= gl_Color.a; gl_FragColor = result; }