gtk2/gsk/resources/glsl/cross_fade.glsl

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// VERTEX_SHADER:
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
}
// FRAGMENT_SHADER:
uniform float u_progress;
uniform sampler2D u_source2;
void main() {
vec4 source1 = Texture(u_source, vUv); // start child
vec4 source2 = Texture(u_source2, vUv); // end child
float p_start = (1.0 - u_progress) * u_alpha;
float p_end = u_progress * u_alpha;
vec4 color = (p_start * source1) + (p_end * source2);
setOutputColor(color);
}