 }
 
 vec4 addition(vec4 colorA, vec4 colorB) {
-    // f(a,b) = a + b, clamped to [0,1]
+    // f(a,b) = a + b
     return vec4(colorA.rgb + colorB.rgb, max(colorA.a,colorB.a));
 }
 
 vec4 subtraction(vec4 colorA, vec4 colorB) {
-    // f(a,b) = a - b, clamped to [0,1]
+    // f(a,b) = a - b
     return vec4(colorA.rgb - colorB.rgb, max(colorA.a,colorB.a));
 }
 

// make sure there is a fall-back if COLOR_BLENDING wasn't set before
#ifndef COLOR_BLENDING
    // if only b is given, regular color mixing will be performed
#  define COLOR_BLENDING(a, b) (b)
#endif



    vec4 color0 = texture(inport0Color, texCoords);
    vec4 color1 = texture(inport1Color, texCoords);
    vec4 result = COLOR_BLENDING(color0, color1);
  
    FragData0 = result;
    gl_FragDepth = min(texture(inport0Depth, texCoords).r,texture(inport1Depth, texCoords).r);

