
// uniform float screen_width;
// uniform float screen_height;
// uniform float layer_scale;
// uniform float max_alpha;

varying vec2 v_texCoord;
uniform sampler2D u_texture;  // Texture that will be blurred by this shader
uniform sampler2D texture_1;

void main() {
	vec4 color = vec4(0);
	color = texture2D(texture_1, v_texCoord) + texture2D(u_texture, v_texCoord);// + texture2D(u_texture, v_texCoord));
	
	// if(color.a > 0)
	// {
		// color = vec4(1,1,1,1);
	// }else
	// {
		// color = vec4(0);
	// }
	
	gl_FragColor = color;

}