#ifdef GL_ES precision mediump float; #endif varying vec4 v_fragmentColor; varying vec2 v_texCoord; uniform sampler2D CC_Texture0; uniform sampler2D u_texture1; void main() { vec4 color1 = texture2D(CC_Texture0, v_texCoord) * vec4(1,1,1,CC_SinTime[3]); vec4 color2 = texture2D(u_texture1, v_texCoord) * vec4(1,1,1,CC_CosTime[3]); gl_FragColor = (color1 + color2) * v_fragmentColor; }