uniform sampler2D tex0;// signed distance uniform sampler2D tex1;// signed distance uniform float factor; in vec2 v_texCoord0; out vec4 o_color; void main() { float d0 = texture(tex0, v_texCoord0).r; float d1 = texture(tex1, v_texCoord0).r; float d = mix(d0, d1, factor); o_color = vec4(d, 0.0, 0.0, 1.0); }