 precision highp float;
 varying vec2 canvasCoordinate;
 varying vec2 textureCoordinate;
 uniform sampler2D inputImageTexture;
 uniform sampler2D inputImageTexture2;
 uniform int blendmode;
 void main()
 {
     vec4 c1 = texture2D(inputImageTexture2, textureCoordinate);
     vec4 c2 = texture2D(inputImageTexture, canvasCoordinate);
     if(blendmode == 0){
        gl_FragColor = c2;
     } else {
        gl_FragColor = c1;
     }
}
