#ifdef GL_ES precision mediump float; #endif uniform sampler2D inputImageTexture; varying vec2 textureCoordinate; uniform float progress; void main() { vec4 texture0 = vec4(0.0); vec4 texture1 = vec4(texture2D(inputImageTexture,textureCoordinate)); texture0.a = 1.0; gl_FragColor.r = texture0.r * (1.0 - progress) + texture1.r * progress; gl_FragColor.g = texture0.g * (1.0 - progress) + texture1.g * progress; gl_FragColor.b = texture0.b * (1.0 - progress) + texture1.b * progress; gl_FragColor.a = texture0.a * (1.0 - progress) + texture1.a * progress; }