#version 110 varying vec2 v_tex; uniform sampler2D losTex1, losTex2; uniform vec3 delta; void main(void) { float los2 = texture2D(losTex1, v_tex).a; float los1 = texture2D(losTex2, v_tex).a; gl_FragColor.a = mix(los1, los2, clamp(delta.r, 0.0, 1.0)); }