#version 100 #ifdef GL_ES precision mediump float; #endif varying vec4 v_color; varying vec2 v_texCoords; uniform sampler2D u_texture; // world texture, has alpha value that is meaningful uniform sampler2D tex1; // glow texture, SHOULD contain alpha of all 1.0 void main(void) { vec4 colorTex0 = texture2D(u_texture, v_texCoords); // lightmap (RGB) pre-mixed vec4 colorTex1 = texture2D(tex1, v_texCoords); // lightmap (A) pre-mixed gl_FragColor = vec4(max(colorTex0.rgb, colorTex1.rgb), colorTex0.a); }