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Home/ Questions/Q 8056889
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Editorial Team
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Editorial Team
Asked: June 5, 20262026-06-05T08:51:12+00:00 2026-06-05T08:51:12+00:00

I wrote this code: vec3 col1 = texture2D(uDiffuseTexture, vec2(vTextureCoord.x, vTextureCoord.y + time)).rgb;\n + float

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I wrote this code:

"    vec3 col1 = texture2D(uDiffuseTexture, vec2(vTextureCoord.x, vTextureCoord.y + time)).rgb;\n" +
"    float a1=1.0;\n"+  
"    vec3 col2 = texture2D(uNormalTexture, vec2(vTextureCoord.x + time, vTextureCoord.y)).rgb;\n" +
"    float a2=uAlpha;\n"+  

by the way:

with: gl_FragColor = vec4(col1+col2, a1+a2);

alpha not working…why? always the same, why?

my uAlpha variable is an uniform, that changes from 0.1 to 1.0

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  1. Editorial Team
    Editorial Team
    2026-06-05T08:51:13+00:00Added an answer on June 5, 2026 at 8:51 am

    i d like to draw image1 with 100%, and image2 with 0-100%

    Currently, you’re mixing your two images with additive blending (col1+col2) without considering the uAlpha uniform to mix the two images.

    I suppose that what you’re trying to achieve is blend image2 over image1, using uAlpha as opacity.

    vec3 col1 = texture2D(uDiffuseTexture, vec2(vTextureCoord.x, vTextureCoord.y + time)).rgb;
    vec3 col2 = texture2D(uNormalTexture, vec2(vTextureCoord.x + time, vTextureCoord.y)).rgb;
    float a2=uAlpha;
    vec3 result = mix(col1, col2, a2);   // this combines the two texture colors
    gl_FragColor = vec4(result, 1.0);
    
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