void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = fragCoord / iResolution.xy; uv = vec2(uv.x, 1.0 - uv.y); // mixes two textures //fragColor = mix(texture(iChannel0, uv), texture(iChannel1, uv), 0.2); vec2 tex_uv = vec2(fragCoord.x, 1.0 - fragCoord.y); // test resolutions //fragColor = texture(iChannel0, tex_uv / iChannelResolution[0].xy); // combine them! fragColor = mix(texture(iChannel0, tex_uv / iChannelResolution[0].xy), texture(iChannel1, tex_uv / iChannelResolution[1].xy), 0.2); }