uniform float u_opacity; uniform vec2 u_pattern_tl_a; uniform vec2 u_pattern_br_a; uniform vec2 u_pattern_tl_b; uniform vec2 u_pattern_br_b; uniform float u_mix; uniform sampler2D u_image; varying vec2 v_pos_a; varying vec2 v_pos_b; void main() { vec2 imagecoord = mod(v_pos_a, 1.0); vec2 pos = mix(u_pattern_tl_a, u_pattern_br_a, imagecoord); vec4 color1 = texture2D(u_image, pos); vec2 imagecoord_b = mod(v_pos_b, 1.0); vec2 pos2 = mix(u_pattern_tl_b, u_pattern_br_b, imagecoord_b); vec4 color2 = texture2D(u_image, pos2); gl_FragColor = mix(color1, color2, u_mix) * u_opacity; }