uniform vec4 HG_DepthRange; uniform sampler2D HG_Texture0; uniform sampler2D HG_Texture1; varying vec3 normal; varying vec3 pos; void main() { vec4 IM1 = texture2D( HG_Texture0, gl_TexCoord[0].xy + vec2( -.05, 0. )); vec4 IM2 = texture2D( HG_Texture1, gl_TexCoord[0].xy ); gl_FragColor = vec4( IM1.r , IM2.gb * vec2( 0.6, .8 ) - IM1.r*.1, 1. ); }