#version 300 es precision highp float; // Inputs in vec2 texture_coordinates; uniform float time; uniform sampler2D uSampler1; uniform sampler2D uSampler2; // Output out vec4 color; const float PI = 3.1415; void main() { if ((texture_coordinates.x + texture_coordinates.y) > 1.) { color = texture(uSampler1, texture_coordinates); } else { color = texture(uSampler2, texture_coordinates); } // color = vec4( texture_coordinates, (sin( time * PI) + 1.)/2. , 1.); }