uniform sampler2D tex_128; uniform sampler2D tex_256; uniform sampler2D tex_512; uniform sampler2D tex_dust; out vec4 FragColor; void main() { vec2 uv = gl_FragCoord.xy / u_screen; vec4 col = .125 * texture(tex_128, uv); col += .25 * texture(tex_256, uv); col += .5 * texture(tex_512, uv); /* Lens dust effect ---- */ vec4 col2 = texture(tex_128, uv); col2 += col2; col2 += col2; //float dustMask = max(col2.r,max(col2.g,col2.b)); col += texture(tex_dust, uv) * col2; FragColor = vec4(col.xyz, 1.); }