varying vec2 V_Texcoord; uniform sampler2D U_BaseTexture; uniform sampler2D U_BlendTexture; void main() { vec4 baseColor = texture2D(U_BaseTexture, V_Texcoord); vec4 blendColor = texture2D(U_BlendTexture, V_Texcoord); gl_FragColor = blendColor*blendColor.a + baseColor*(1-blendColor.a); }