I have OpenGL application which blends colors based on the following settings:
glBlendEquationSeparate( GL_FUNC_ADD, GL_FUNC_ADD );
glBlendFuncSeparate( GL_ONE, GL_ONE, GL_ONE, GL_ONE );
In the same way I would like blend two textures in the fragment shader. Does the above blending settings translate to the simple addition:
vec4 colorA = texture( samplerA, texCoords );
vec4 colorB = texture( samplerB, texCoords );
vec4 colorC = colorA + colorB;
?