#ifdef GL_ES varying mediump vec2 v_texture_coord; #else varying vec2 v_texture_coord; #endif uniform vec4 u_color; uniform float offset; uniform float duration; uniform sampler2D caustics; void main(void) { vec4 color = duration*vec4(0,0.8,0.4,1.0); //blend two texture gl_FragColor = u_color*texture2D(CC_Texture0, vec2(v_texture_coord.x- 2.0 * offset,v_texture_coord.y)) * vec4(0.3,0.3,0.3,1)+texture2D(caustics,vec2(v_texture_coord.x-offset,v_texture_coord.y)).r*color; }