#version 150 uniform sampler2D t0, ts; void main(void) { ivec2 tc = ivec2(gl_FragCoord.xy); vec4 v0 = texelFetch(t0, tc, 0), vs = texelFetch(ts, tc, 0); float rad; float coeff = modf(v0.a, rad); qgl_FragData[0].rgb = mix(vs.rgb, v0.rgb, coeff); //qgl_FragData[0].rgb = vec3(v0.rgb); }