uniform sampler2D colorTexture; uniform sampler2D colorTexture2; uniform vec2 center; uniform float radius; varying vec2 v_textureCoordinates; void main() { vec4 color0 = texture2D(colorTexture, v_textureCoordinates); vec4 color1 = texture2D(colorTexture2, v_textureCoordinates); float x = length(gl_FragCoord.xy - center) / radius; float t = smoothstep(0.5, 0.8, x); gl_FragColor = mix(color0 + color1, color1, t); }