precision highp float; uniform sampler2D u_texture1; uniform sampler2D u_texture2; uniform vec2 u_meshSize; uniform vec2 u_textureSize1; uniform vec2 u_textureSize2; varying vec2 v_uv; #include "../chunks/coverUv.glsl" void main() { vec2 texture1Uv = getCoverUv( v_uv, u_meshSize, u_textureSize1 ); vec2 texture2Uv = getCoverUv( v_uv, u_meshSize, u_textureSize2 ); vec4 insideColor = texture2D( u_texture1, texture1Uv ); vec4 outsideColor = texture2D( u_texture2, texture2Uv ); gl_FragColor = outsideColor; }