precision highp float; uniform sampler2D u_base; uniform sampler2D u_src0; uniform float u_opacity0; varying vec2 v_uv; void main () { vec4 base = texture2D(u_base, v_uv); vec4 src0 = texture2D(u_src0, v_uv) * u_opacity0; base = src0 + base * (1.0 - src0.a); gl_FragColor = base; }