#ifdef GL_ES precision highp float; #endif // Samplers varying vec2 vUV; uniform sampler2D textureSampler; uniform sampler2D leftSampler; void main(void) { vec4 leftFrag = texture2D(leftSampler, vUV); leftFrag = vec4(1.0, leftFrag.g, leftFrag.b, 1.0); vec4 rightFrag = texture2D(textureSampler, vUV); rightFrag = vec4(rightFrag.r, 1.0, 1.0, 1.0); gl_FragColor = vec4(rightFrag.rgb * leftFrag.rgb, 1.0); }