#version 120 varying vec2 oUv0; uniform sampler2D blurred; uniform sampler2D mrt0; uniform float cLambda; void main() { float spacialImportance = texture2D(blurred, oUv0).w - texture2D(mrt0, oUv0).w; vec4 color = vec4(1,1,1,1); if (spacialImportance < 0) // darkening only { gl_FragColor = vec4(color.rgb + (cLambda * spacialImportance), 1); } else { gl_FragColor = color; } }