// Author @patriciogv - 2015 // http://patriciogonzalezvivo.com #ifdef GL_ES precision mediump float; #endif uniform sampler2D u_tex0; uniform sampler2D u_tex1; uniform float u_time; uniform vec2 u_mouse; uniform vec2 u_resolution; void main (void) { vec2 st = gl_FragCoord.xy/u_resolution.xy; vec3 color = vec3(0.); vec3 colorA = texture2D(u_tex0,st).rgb; vec3 colorB = texture2D(u_tex1,st).rgb; color = colorA+colorB; // Add // color = colorA-colorB; // Diff // color = abs(colorA-colorB); // Abs Diff // color = colorA*colorB; // Mult // color = colorA/colorB; // Div // color = max(colorA,colorB); // Ligther // color = min(colorA,colorB); // Darker gl_FragColor = vec4(color,1.0); }