VERTEX
varying vec2 pos2;
uniform vec4 resScale;
uniform vec4 sketchOffset;
void main()
{

	
	vec4 p2= gl_ModelViewProjectionMatrix  * gl_Vertex;
	vec4 tpos = gl_ModelViewProjectionMatrix * vec4(0.0,0.0,0.0,1.0);
	pos2 = (-(tpos.xy/tpos.w))*resScale.xy + sketchOffset.xy ;
 
	gl_TexCoord[0] = gl_MultiTexCoord0;
	gl_Position = p2; 

}
PIXEL

uniform sampler2D tex, tex1;

varying vec2  pos2;
uniform vec4 resScale;
varying vec2 vPos;
uniform vec4 basecolor;
uniform vec4 sketchOffset;
void main()
{

	vec4 c = texture2D(tex,gl_TexCoord[0].st) ;

	vec4 c2 = texture2D(tex1,gl_FragCoord.xy*resScale.zw + pos2 );
	float v2 = 1.0 - c2.x;

	gl_FragColor = basecolor ;
	gl_FragColor.a = ((v2-c.x))*10.0 +(c.y)*15.0;
	

	
}
