( function () { /** * Blend two textures */ const BlendShader = { uniforms: { 'tDiffuse1': { value: null }, 'tDiffuse2': { value: null }, 'mixRatio': { value: 0.5 }, 'opacity': { value: 1.0 } }, vertexShader: /* glsl */ ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`, fragmentShader: /* glsl */ ` 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 = mix( texel1, texel2, mixRatio ); gl_FragColor.a *= opacity; }` }; THREE.BlendShader = BlendShader; } )();