#version 410 core precision highp float; out vec4 FragColor; in vec2 textureCoordinates; uniform sampler2D tex_damping_static; //static damping uniform sampler2D tex_damping_dynamic; //dynamic damping void main() { float damping = min(texture(tex_damping_static, textureCoordinates).r, texture(tex_damping_dynamic, textureCoordinates).r); FragColor = vec4(damping, 0., 0., 1.); }