#include "shaders_common.h" static const char *fragment_source = GLSL( varying vec2 vTex; uniform sampler2D sTex0; uniform sampler2D sTex1; uniform float uMix; void main() { gl_FragColor = vec4(pow(mix(pow(texture2D(sTex0, vTex).rgb, vec3(2.2)), pow(texture2D(sTex1, vTex).rgb, vec3(2.2)), uMix), vec3(1.0 / 2.2)), 1.0); } );