Use simpler math for crossfade
Just mix it.
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@@ -15,7 +15,6 @@ void main()
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{
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vec4 start = texture (startTexture, inTexCoord);
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vec4 end = texture (endTexture, inTexCoord);
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float alpha = mix (start.a, end.a, inProgress);
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color = clip (inPos, vec4(mix (start.rgb, end.rgb, inProgress) / alpha, alpha));
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color = clip (inPos, mix (start, end, inProgress));
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}
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