#version 110 varying vec2 ove_texcoord; uniform sampler2D base_in; uniform sampler2D blend_in; void main(void) { vec4 base_col = texture2D(base_in, ove_texcoord); vec4 blend_col = texture2D(blend_in, ove_texcoord); base_col *= 1.0 - blend_col.a; base_col += blend_col; gl_FragColor = base_col; }