For argument's sake, suppose your source geometry runs from y=0 to y=1 and you want the second texture to be completely transparent at y=0 and completely opaque at y=1. Then you could add an addition varying, named secondTextureAlpha
or something like that. Load it with your pre-transformation y values in the shader, then combine the incoming values from the source textures either so that the second is multiplies by secondTextureAlpha
, if you want to stick with additive blending, or via the mix
function for multiplicative.
So e.g. the fragement shader might end up looking like:
varying vec3 lightDir,normal;
varying lowp float secondTextureAlpha;
uniform sampler2D tex,l3d;
void main()
{
vec3 ct,cf;
vec4 texel;
float intensity,at,af;
intensity = max(dot(lightDir,normalize(normal)),0.0);
cf = intensity * (gl_FrontMaterial.diffuse).rgb +
gl_FrontMaterial.ambient.rgb;
af = gl_FrontMaterial.diffuse.a;
texel = mix(texture2D(tex,gl_TexCoord[0].st),
texture2D(l3d,gl_TexCoord[0].st), secondTextureAlpha);
ct = texel.rgb;
at = texel.a;
gl_FragColor = vec4(ct * cf, at * af);
}
To achieve a more complicated mapping, just adjust how you load secondTextureAlpha
in your vertex shader, or take it as an input attribute maybe.