#version 150 in vec2 vTexCoord; uniform float time; uniform sampler2D screen; uniform sampler2D screenContinue; out vec4 oColor; void main() { vec4 screenColor = texture(screen, vTexCoord); vec4 screenContinueColor = texture(screenContinue, vTexCoord); oColor = mix(screenColor, screenContinueColor, pow(sin(time), 2)); }