#include "sh_Utils.h" varying mediump vec2 v_TexCoord; varying lowp vec4 v_Colour; uniform lowp sampler2D m_Sampler; uniform lowp float progress; void main(void) { vec4 colour = toSRGB(texture2D(m_Sampler, v_TexCoord, -0.9)); gl_FragColor = colour.r < progress ? toSRGB(vec4(v_Colour.rgb, v_Colour.a * colour.a)) : vec4(0); }