layout(location = 1) in vec2 f_uv; layout(location = 2) in vec2 f_uv_two; layout(location = 3) flat in int f_material_id; layout(location = 0) out vec4 o_color; #include "utils/sample_mesh_texture.h" void main() { vec4 color = sampleMeshTexture0(f_material_id, f_uv); vec4 layer_two_tex = sampleMeshTexture1(f_material_id, f_uv_two); layer_two_tex.rgb = layer_two_tex.a * layer_two_tex.rgb; vec3 final_color = layer_two_tex.rgb + color.rgb * (1.0 - layer_two_tex.a); o_color = vec4(final_color, 1.0); }