/** * @author alteredq / http://alteredqualia.com/ * * Blend two textures */ THREE.BlendShader = { uniforms: { "tDiffuse1": { value: null }, "tDiffuse2": { value: null }, "mixRatio": { value: 0.5 }, "opacity": { value: 1.0 } }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join( "\n" ), fragmentShader: [ "uniform float opacity;", "uniform float mixRatio;", "uniform sampler2D tDiffuse1;", "uniform sampler2D tDiffuse2;", "varying vec2 vUv;", "void main() {", "vec4 texel1 = texture2D( tDiffuse1, vUv );", "vec4 texel2 = texture2D( tDiffuse2, vUv );", "gl_FragColor = opacity * mix( texel1, texel2, mixRatio );", "}" ].join( "\n" ) };