#version 140 in vec2 coords; out vec4 color; uniform sampler2D u_previous; uniform sampler2D u_texture_0; uniform vec2 u_resolution; uniform float u_time; float random (vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); } vec4 lerp(vec4 a, vec4 b, float t) { return t * a + (1.0 - t) * b; } void main() { color = lerp( texture(u_previous, coords, 0.), texture(u_texture_0, coords, 0.), 0.995); }