#version 330
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform float zoom;
in vec2 vsoTexCoord;
out vec4 fragColor;
void main() {
vec2 center = vec2(0.5);
vec2 zoomedTexCoord = mix(center, vsoTexCoord, zoom);
vec4 color1 = texture(tex0, vsoTexCoord);
vec4 color2 = texture(tex1, zoomedTexCoord);
fragColor = mix(color1, color2, smoothstep(0., 1., zoom));
}