#version 440 layout(location = 0) in vec2 uv; layout(location = 0) out vec4 fragColor; layout(binding = 0) uniform sampler2D tex[3]; void main() { vec4 c0 = texture(tex[0], uv); vec4 c1 = texture(tex[1], uv); vec4 c2 = texture(tex[2], uv); vec4 cc = c0 + c1 + c2; vec4 c = vec4(clamp(cc.r, 0.0, 1.0), clamp(cc.g, 0.0, 1.0), clamp(cc.b, 0.0, 1.0), clamp(cc.a, 0.0, 1.0)); c.rgb *= c.a; fragColor = c; }