forked from AuroraMiddleware/gtk
bacb3affb3
This adds a gsk prefix to the stuff in the preamble, as we want to avoid it conflicting with things in the main shader. Especially once we start allow some customization of shaders.
21 lines
517 B
GLSL
21 lines
517 B
GLSL
// VERTEX_SHADER:
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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vUv = vec2(aUv.x, aUv.y);
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}
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// FRAGMENT_SHADER:
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uniform float u_progress;
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uniform sampler2D u_source2;
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void main() {
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vec4 source1 = GskTexture(u_source, vUv); // start child
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vec4 source2 = GskTexture(u_source2, vUv); // end child
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float p_start = (1.0 - u_progress) * u_alpha;
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float p_end = u_progress * u_alpha;
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vec4 color = (p_start * source1) + (p_end * source2);
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gskSetOutputColor(color);
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}
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