2023-10-17 22:49:33 +07:00

16 lines
291 B
GLSL

#version 330 core
in vec3 vPos;
in vec3 vCol;
in vec2 tCoord;
out vec4 FragColor;
uniform sampler2D t1;
uniform sampler2D t2;
uniform float mixAmount;
void main() {
vec2 flipped = vec2(-tCoord.x, tCoord.y);
FragColor = mix(texture(t1, tCoord), texture(t2, flipped), mixAmount);
}