#version 300 es precision mediump float; uniform sampler2D tex1; uniform sampler2D tex2; in float silly; layout (location = 0) out vec4 FragColor; void main() { float x = gl_PointCoord.x; float y = 1.0f - gl_PointCoord.y; if (silly > 0.0f) FragColor = texture(tex1, vec2(x, y)); else FragColor = texture(tex2, vec2(x, y)); }