// Cyrille Henry 2007 #extension GL_ARB_texture_rectangle : enable uniform float K; uniform sampler2DRect texture, texture1, texture2; const float dx = 1.; const float dy = 1.; const float dp = 1.; void main (void) { float light; vec2 position = gl_TexCoord[0].st; vec4 C, C1; C = texture2DRect(texture2, position) ; vec4 color2 = texture2DRect(texture1, (position+K*C.rg)); gl_FragColor = color2; }