#version 330 core in vec2 ourTexCoord; in vec3 ourColor; out vec4 fragColor; uniform sampler2D ourTexture1; uniform sampler2D ourTexture2; uniform float mixCount; void main() { // fragColor = texture(ourTexture1, ourTexCoord); fragColor = mix(texture(ourTexture1, ourTexCoord), texture(ourTexture2, vec2(-ourTexCoord.x, ourTexCoord.y)), mixCount); //fragColor = mix(texture(ourTexture1, ourTexCoord), texture(ourTexture2, vec2(1.0 - ourTexCoord.x, ourTexCoord.y)), 0.2); }