#ifdef GL_ES
precision highp float;
#endif

uniform sampler2D u_t0;
uniform sampler2D u_t1;

varying vec4 f_col_mul;
varying vec4 f_col_mul2;
varying vec4 f_col_off;
varying vec4 f_tex;

void main()
{
  gl_FragColor = (clamp(f_col_mul, 0.0, 1.0) * f_col_mul2 * (texture2D(u_t0, f_tex.xy) + f_col_off)) * texture2D(u_t1, f_tex.zw);
}
