//000001c2 1
#version 120
uniform sampler2D texture;
uniform sampler2D blurredTexture;
uniform vec4 resolution;
uniform float alpha;
uniform float gamma;
void main ()
{
  vec2 tmpvar_1;
  tmpvar_1 = (gl_FragCoord.xy / resolution.xy);
  vec4 tmpvar_2;
  tmpvar_2.w = 1.0;
  tmpvar_2.xyz = pow ((1.0 - (
    (1.0 - (texture2D (blurredTexture, tmpvar_1) * alpha))
   * 
    (1.0 - texture2D (texture, tmpvar_1))
  )).xyz, vec3(gamma));
  gl_FragColor = tmpvar_2;
}

