export default ` precision highp float; uniform sampler2D tWboitA; uniform sampler2D tWboitB; uniform vec2 uTexSize; void main() { vec2 coords = gl_FragCoord.xy / uTexSize; vec4 accum = texture2D(tWboitA, coords); float r = 1.0 - accum.a; accum.a = texture2D(tWboitB, coords).r; gl_FragColor = vec4(accum.rgb / clamp(accum.a, 0.0001, 50000.0), r); } `;