#version 100 precision mediump float; // Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; varying vec2 fragTexCoord2; varying vec3 fragPosition; varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform sampler2D texture1; void main() { // Texel color fetching from texture sampler vec4 texelColor = texture2D(texture0, fragTexCoord); vec4 texelColor2 = texture2D(texture1, fragTexCoord2); gl_FragColor = texelColor * texelColor2; }