rendered paste bodyuniform sampler2D opacityMap;
uniform sampler2D source0;
uniform sampler2D source1;
uniform sampler2D source2;
uniform sampler2D source3;
void main()
{
vec4 opacity = texture2D(opacityMap, gl_TexCoord[0].st);
vec4 texel0 = texture2D(source0, gl_TexCoord[0].st);
vec4 texel1 = texture2D(source1, gl_TexCoord[0].st);
vec4 texel2 = texture2D(source2, gl_TexCoord[0].st);
vec4 texel3 = texture2D(source3, gl_TexCoord[0].st);
//Combine texel colours
gl_FragColor = vec4(opacity.r * texel0.rgba +
opacity.g * texel1.rgba +
opacity.b * texel2.rgba +
opacity.a * texel3.rgba);
}