precision highp float; varying vec2 uv; uniform sampler2D t1; uniform sampler2D t2; void main () { vec4 c1 = texture2D(t1, uv); vec4 c2 = texture2D(t2, uv); gl_FragColor = vec4(mix(c1.rgb, c2.rgb, c2.a), c1.a + c2.a); }