varying mediump vec3 vVertexColor; varying mediump float vHue; uniform lowp vec4 uColor; uniform sampler2D sTexture1; uniform sampler2D sTexture2; uniform lowp vec4 uFadeColor; void main() { mediump vec4 texCol1 = texture2D(sTexture1, gl_PointCoord); mediump vec4 texCol2 = texture2D(sTexture2, gl_PointCoord); gl_FragColor = vec4(vVertexColor, 1.0) * ((texCol1 * vHue) + (texCol2 * (1.0 - vHue))); }