I'm trying to combine two texture using shaders in opengl es 2.0
as you can see on the screen shot, I am trying to create a needle reflection on backward object using dynamic environment mapping. but, reflection of the needle looks semi transparent and it's blend with my environment map.
here is the my fragment shader;
varying highp vec4 R;
uniform samplerCube cube_map1;
uniform samplerCube cube_map2;
void main()
{
mediump vec3 output_color1;
mediump vec3 output_color2;
output_color1 = textureCube(cube_map1 , R.xyz).rgb;
output_color2 = textureCube(cube_map2 , R.xyz).rgb;
gl_FragColor = mix(vec4(output_color1,1.0),vec4(output_color2,1.0),0.5);
}
but, "mix" method cause a blending two textures.
I'm also checked Texture Combiners examples but it didn't help either.
is there any way to combine two textures without blend each other.
thanks.