precision mediump float; varying highp vec2 texCoord; #define textureCoordinate texCoord uniform sampler2D inputImageTexture; uniform sampler2D inputImageTexture2; uniform lowp float progress; void main() { lowp vec4 basicLayerPixelValue = texture2D(inputImageTexture, textureCoordinate); lowp vec4 blendLayerPixelValue = texture2D(inputImageTexture2, textureCoordinate); lowp vec4 result = mix(basicLayerPixelValue,blendLayerPixelValue,progress); gl_FragColor = vec4(result.rgb,1.0); }