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uniform lowp float qt_Opacity;
uniform lowp sampler2D uSource1;
uniform lowp sampler2D uSource2;
varying highp vec2 vTexCoord;
void main()
{
lowp vec4 p1 = texture2D(uSource1, vTexCoord);
lowp vec4 p2 = texture2D(uSource2, vTexCoord);
gl_FragColor = (p1 * (1.0 - p2.a) + p2 * (1.0 - p1.a)) * qt_Opacity;
}
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