uniform float u_opacity : 1.0; uniform float u_MixRatio : 0.5; uniform sampler2D u_Diffuse1; uniform sampler2D u_Diffuse2; varying vec2 v_UV; void main() { vec4 texel1 = texture2D(u_Diffuse1, v_UV); vec4 texel2 = texture2D(u_Diffuse2, v_UV); gl_FragColor = u_opacity * mix(texel1, texel2, u_MixRatio); }