#version 120 uniform sampler2D a; uniform sampler2D b; uniform float alpha; varying vec2 x; // texture coordinates uniform float dx; // delta void main() { // gl_FragData[0] is buffer out vec4 c = (1-alpha)*texture2D(a,x) + alpha*texture2D(b,x); c.w = 1; gl_FragData[0] = c; }