// Author: // Title: #ifdef GL_ES precision mediump float; #endif // current time since start, same as iTime on shadertoy uniform float u_time; // surface resolution, same as iResolution on shadertoy uniform vec2 u_resolution; // Input textures, same as iChannel0/iChannel1 on shadertoy uniform sampler2D u_tex0; uniform sampler2D u_tex1; // these are input-knobs (0.0 - 1.0) uniform float u_x0; uniform float u_x1; uniform float u_x2; uniform float u_x3; void main() { // scaled pixel-position vec2 uv = gl_FragCoord.xy / u_resolution.xy; // input 1 is mix-fader for tex0/1 gl_FragColor = mix(texture2D(u_tex0, uv), texture2D(u_tex1, uv), u_x0); }
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