#version 460 core in vec3 VertexColor; in vec2 TexCoord; out vec4 fragColor; uniform sampler2D texture1; uniform sampler2D texture2; uniform float t; void main() { fragColor = mix( texture(texture1, TexCoord + vec2(t, 0)), texture(texture2, TexCoord + vec2(0, t)), 0.5) * vec4(VertexColor, 1.0 ); }