varying vec2 texCoord;
uniform sampler2D clouds1;
uniform sampler2D clouds2;
uniform sampler2D cloudsmask;
uniform float scroll1;
uniform float scroll2;

void main (void)
{
vec2 uv1=texCoord; uv1.x+=scroll1;

vec2 uv2=texCoord; uv2.x+=scroll2;
vec2 uv3=texCoord; uv3.x=uv3.x/1.8f+0.05f;

//  gl_FragColor = texture2D(clouds1, texCoord);
//  gl_FragColor = (texture2D(clouds1,uv1)+texture2D(clouds2,uv2))*texture2D(cloudsmaslk,uv3);
//    gl_FragColor = texture2D(cloudsmask, uv3);

  gl_FragColor = ((texture2D(clouds1,uv1)/0.8f)*(texture2D(clouds2,uv2)/1.1f))*texture2D(cloudsmask,uv3)/2.0f;;
//gl_FragColor = texture2D(cloudsmask, uv3);
}
