#vertex void main() { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = ftransform(); } #fragment uniform float f; uniform sampler2D base; uniform sampler2D blur; void main() { vec2 tc = vec2(gl_TexCoord[0]); gl_FragColor = texture2D(base, tc) + f * texture2D(blur, tc); }