nuclear@29: uniform sampler2D mrt0, mrt1, mrt2, mrt3; nuclear@29: uniform vec2 tex_scale; nuclear@29: nuclear@29: void main() nuclear@29: { nuclear@29: vec2 tc = gl_TexCoord[0].st; nuclear@29: nuclear@29: vec4 texel; nuclear@29: if(tc.x < 0.25) { nuclear@29: texel = texture2D(mrt0, tc * vec2(4.0, 1.0) * tex_scale); nuclear@29: } else if(tc.x < 0.5) { nuclear@29: texel = texture2D(mrt1, (tc - vec2(0.25, 0.0)) * vec2(4.0, 1.0) * tex_scale); nuclear@29: } else if(tc.x < 0.75) { nuclear@29: texel = texture2D(mrt2, (tc - vec2(0.5, 0.0)) * vec2(4.0, 1.0) * tex_scale); nuclear@29: } else { nuclear@29: texel = texture2D(mrt3, (tc - vec2(0.75, 0.0)) * vec2(4.0, 1.0) * tex_scale); nuclear@29: } nuclear@29: nuclear@29: gl_FragColor = texel; nuclear@29: }