//2-input #ifdef GL_ES precision mediump float; #endif varying vec2 v_texcoord; uniform sampler2D u_tex0; uniform sampler2D u_tex1; uniform vec2 u_resolution; uniform float u_time; uniform float u_x0; uniform float u_x1; uniform float u_x2; uniform float u_x3; vec4 mixBlend(vec4 texColour0, vec4 texColour1) { vec4 colour; colour = texColour0; colour.xyz = (1.0 - u_x0) * texColour0.xyz + u_x0 * texColour1.xyz; return colour; } void main() { vec2 pos = v_texcoord; vec4 texColour0; vec4 texColour1; texColour0 = texture2D(u_tex0, v_texcoord); texColour1 = texture2D(u_tex1, v_texcoord); vec4 colour; colour = mixBlend(texColour0, texColour1); gl_FragColor = colour; }