nuclear@19: uniform sampler2D mrt0, mrt1, mrt2, mrt3; nuclear@18: uniform vec2 tex_scale; nuclear@18: nuclear@17: void main() nuclear@17: { nuclear@19: vec2 tc = gl_TexCoord[0].st; nuclear@19: nuclear@19: vec4 texel; nuclear@19: if(tc.x < 0.25) { nuclear@19: texel = texture2D(mrt0, tc * vec2(4.0, 1.0) * tex_scale); nuclear@19: } else if(tc.x < 0.5) { nuclear@20: texel = texture2D(mrt1, (tc - vec2(0.25, 0.0)) * vec2(4.0, 1.0) * tex_scale); nuclear@19: } else if(tc.x < 0.75) { nuclear@20: texel = texture2D(mrt2, (tc - vec2(0.5, 0.0)) * vec2(4.0, 1.0) * tex_scale); nuclear@19: } else { nuclear@20: texel = texture2D(mrt3, (tc - vec2(0.75, 0.0)) * vec2(4.0, 1.0) * tex_scale); nuclear@19: } nuclear@19: nuclear@19: gl_FragColor = texel; nuclear@17: }