rendered paste bodyvoid main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
}
uniform sampler2D opacityMap;
uniform sampler2D source0, source1, source2, source3;
void main()
{
opacity = texture2D(opacityMap, gl_TexCoord[0].st);
texel0 = texture2D(source0, gl_TexCoord[0].st);
texel1 = texture2D(source1, gl_TexCoord[0].st);
texel2 = texture2D(source2, gl_TexCoord[0].st);
texel3 = texture2D(source3, gl_TexCoord[0].st);
gl_FragColor = texel0.rgb * opacity.r +
texel1.rgb * opacity.g +
texel2.rgb * opacity.b +
texel3.rgb * opacity.a;
}