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357 B
GLSL

#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);
}