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