#version 100 precision mediump float; // Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform sampler2D texture1; uniform vec4 colDiffuse; uniform float divider; void main() { // Texel color fetching from texture sampler vec4 texelColor0 = texture2D(texture0, fragTexCoord); vec4 texelColor1 = texture2D(texture1, fragTexCoord); float x = fract(fragTexCoord.s); float final = smoothstep(divider - 0.1, divider + 0.1, x); gl_FragColor = mix(texelColor0, texelColor1, final); }