Is there a way to include two textures into one sprite's fragment shader?
sprite {
size: 1, 1
source: textureA
// source: textureB
shader: Vertex, ...
shader: Fragment, ...
}
I've experimented, but been unable, to initialize texture1 inside the glsl fsh file. I've tried multiple source arguments (last one is used for texture0), one source argument with multiple arguments (only sets texture0), and using uniform to pass a texture. Any ideas?
If it is not possible, then I'll write a script to append all the images into one large texture, but would rather be able to support as is.