forked from AuroraMiddleware/gtk
900a4e4d31
Move the resources of each renderer to its subdirectory. We've previously done that for the ngl renderer, but it is better to be consistent and do it for all the renderers.
21 lines
517 B
GLSL
21 lines
517 B
GLSL
// 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 = GskTexture(u_source, vUv); // start child
|
|
vec4 source2 = GskTexture(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);
|
|
gskSetOutputColor(color);
|
|
}
|