uniform sampler2D tex1;
uniform sampler2D tex2;
uniform float time;
varying vec2 texCoord;

void main(void)
{
    float t = time;
//    if (t<0.0) t = 0.0;
//    if (t>1.0) t = 1.0;
    gl_FragColor = (t)*texture2D(tex1, texCoord)+(1.0-t)*texture2D(tex2, texCoord);
}