public void render () { Gdx.gl20.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight()); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT); fb.begin(); fbshader.begin(); fbshader.setUniformf("u_viewport", fb.getWidth(), fb.getHeight()); fbshader.setUniformf("u_color", 0.0f, 1.0f, 0.0f); quad.render(fbshader, GL20.GL_TRIANGLES); fbshader.end(); fb.end(); ffb.begin(); fbshader.begin(); fbshader.setUniformf("u_viewport", ffb.getWidth(), ffb.getHeight()); fbshader.setUniformf("u_color", 1.0f, 0.0f, 0.0f); quad.render(fbshader, GL20.GL_TRIANGLES); fbshader.end(); ffb.end(); shader.begin(); fb.getColorBufferTexture().bind(0); ffb.getColorBufferTexture().bind(1); shader.setUniformMatrix("u_worldView", screenCamera.combined); shader.setUniformi("u_fbtex", 0); shader.setUniformi("u_ffbtex", 1); screenQuad.render(shader, GL20.GL_TRIANGLES); shader.end(); }