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Took me a few days to actually get around to this as I was working on simpler parts of the code, but got it on the second try (got the alpha masks reversed the first time around). #gamedev

For those curious, it's nothing -too- complicated, just two overlaid alpha masks, one top cap and one that repeats for the rest of the vertical space. Then the color map takes the average of two copies of itself, though it uses two sets of coordinates that scroll at different speeds and directions.

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Also, slight addendum to the comment about the original Kindle Fire: It -could- support multitexturing beyond 2 units, but only if you were using shaders. And OpenGLES2 was much like OpenGL's core profile, in that you couldn't mix in fixed-functionality at all...

...which would have meant rewriting thousands of lines of OpenGLES1 code. Which is more or less what I've -been- doing, 14 years later. Except Vulkan instead of OpenGLES2.