Texture Fragment Shader Won't Obey Transparency

The intent of the following fragment shader is to attach a translucent texture to each of 4 rectangles arranged in a square (see included image). Only one square properly obeys the alpha. Can some one please explain what I have missed?

I have set the following:
glEnable (GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

precision highp float;

varying lowp vec4 v_rgba;
varying mediump vec2 v_st;

uniform sampler2D myTexture_0;

void main() {

vec3 texas = texture2D(myTexture_0, v_st).rgb;

gl_FragColor = vec4(texas, 0.5);

}

Here is a picture of the bug:

Thanks,
Doug

Disable depth test…

D’oh! :slight_smile:

Of course. Thanks so much ZbuffeR.

Cheers,
Doug