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 = vec4(1.0) - ((vec4(1.0)-blendColor) * (vec4(1.0)-baseColor)); }