#version 310 es precision highp float; precision highp int; layout(location = COLOR0) in vec4 v_color; layout(location = TEXCOORD0) in vec2 v_texCoord; layout(binding = 0) uniform sampler2D u_tex0; layout(binding = 1) uniform sampler2D u_tex1; layout(std140, binding = 0) uniform fs_ub { float u_interpolate; }; layout(location = SV_Target0) out vec4 FragColor; void main() { vec4 color1 = texture(u_tex0, v_texCoord); vec4 color2 = texture(u_tex1, v_texCoord); FragColor = v_color * mix( color1, color2, u_interpolate); }