/* Fragment shader dealing with transitions */ uniform sampler2D currentScene; uniform sampler2D frozenScene; uniform sampler2D transMap; /* Normalized */ uniform float prog; /* Vague [0, 512] normalized */ uniform float vague; varying vec2 v_texCoord; void main() { float transV = texture2D(transMap, v_texCoord).r; float cTransV = clamp(transV, prog, prog+vague); lowp float alpha = (cTransV - prog) / vague; vec4 newFrag = texture2D(currentScene, v_texCoord); vec4 oldFrag = texture2D(frozenScene, v_texCoord); gl_FragColor = mix(newFrag, oldFrag, alpha); }