Use two texture with in a shader!

hi guys,
my question today is quite simple i hope,

i want to use 2 differ!ent textures in a shader. them are 2 images. i need to pass from processing the two textures but i don’t know how!

can anyone help me please?

glsl code

uniform sampler2D texture1;

uniform vec2  iResolution;   
uniform float iTime;
// Simplex 2D noise
// from https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }

float snoise(vec2 v){
  const vec4 C = vec4(0.211324865405187, 0.366025403784439,
           -0.577350269189626, 0.024390243902439);
  vec2 i  = floor(v + dot(v, C.yy) );
  vec2 x0 = v -   i + dot(i, C.xx);
  vec2 i1;
  i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
  vec4 x12 = x0.xyxy + C.xxzz;
  x12.xy -= i1;
  i = mod(i, 289.0);
  vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
  + i.x + vec3(0.0, i1.x, 1.0 ));
  vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
    dot(x12.zw,x12.zw)), 0.0);
  m = m*m ;
  m = m*m ;
  vec3 x = 2.0 * fract(p * C.www) - 1.0;
  vec3 h = abs(x) - 0.5;
  vec3 ox = floor(x + 0.5);
  vec3 a0 = x - ox;
  m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
  vec3 g;
  g.x  = a0.x  * x0.x  + h.x  * x0.y;
  g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  return 130.0 * dot(m, g);
}

void main() {
	vec2 uv = gl_FragCoord.xy / iResolution.xy;
    uv.x += snoise(vec2(uv.x, iTime/10.0)) / 10.0;
    uv.y += snoise(vec2(uv.y, iTime/10.0 + 5555.0)) / 10.0;
    
    vec4 c0 = texture(texture, uv);
    vec4 c1 = texture(texture1, uv);
    float t0 = iTime / 10.0;
    float t = snoise(vec2(t0, t0 + 1000.0));
    float m = snoise(uv + t);
    vec4 c = mix(c0, c1, m);
	gl_FragColor = c;
}

processing code

import ddf.minim.*;

PImage img1, img2;
PGraphics pg, pg2;
Minim minim;
AudioInput player;

PShader ikeda;

void settings() {
  img1 = loadImage("circuit.jpg");
  img2 = loadImage("città.jpg");

  img1.resize(1280, 720);
  size(img1.width, img1.height, P3D);
}

void setup() {
  pg = createGraphics(width, height, P3D);
  pg2 = createGraphics(width, height, P3D);


  ikeda = loadShader("warp.glsl");
  ikeda.set("iResolution", float(width), float(height));
  minim = new Minim(this);
  player = minim.getLineIn();
}

void draw() {
  background(0);
  image(img1, 0, 0);
  pg.beginDraw();
  pg.image(img2, 0, 0);
  pg.endDraw();
  rect(0, 0, width, height);
  ikeda.set("iTime", millis()/1000.);
  ikeda.set("texture1", pg);

  shader(ikeda);
}

thank you to anyone!!

What are the two textures for – what is the end goal? Can they be in two shaders?