attribute vec4 a_Position; attribute vec2 a_TexCoord; varying vec2 v_TexCoord; void main(){ gl_Position = a_Position; v_TexCoord = a_TexCoord; }
precision mediump float; uniform sampler2D u_Sampler0; uniform sampler2D u_Sampler1; uniform sampler2D u_Sampler2; uniform sampler2D u_Sampler3; varying vec2 v_TexCoord; void main(){ vec4 color0 = texture2D(u_Sampler0, v_TexCoord); vec4 color1 = texture2D(u_Sampler1, v_TexCoord); vec4 color2 = texture2D(u_Sampler2, v_TexCoord); vec4 color3 = texture2D(u_Sampler3, v_TexCoord); gl_FragColor = color0 * color1 * color2 * color3; }