// www.clockworkcoders.com/oglsl/tutorial8.htm

uniform sampler2D myTexture1;
uniform sampler2D myTexture2;

void main (void)
{
	vec4 texval1 = texture2D(myTexture1, vec2(gl_TexCoord[0]));
	vec4 texval2 = texture2D(myTexture2, vec2(gl_TexCoord[1]));
	
	gl_FragColor = 0.5 * (texval1 + texval2);
}
