Hello,

You most definitely need to write a GLSL shader when dealing with OpenGL ES
2.0 or later. But it will be a very simple one where you need to sample two
textures and calculate mixed color output value from them.

Instead of calculating linear interpolation by hand there is a built-in
command "mix" too which gives you linear interpolation between two values.
Or "smoothstep" if you prefer to do the so called accelerate-deccelerate
interpolation within shader code.

--
Harri
On Dec 29, 2014 1:30 PM, "MobileVisuals" <[email protected]> wrote:

> That sounds promising! I have released 15 apps with OpenGL ES on Google
> play, so I am already familiar with binding textures and vertex data. I
> have however never worked with GLSL before.  I plan to add the crossfade
> effect to the next version of my app "Morphing tunnels".
>
> The code example on http://androidblog.reindustries.com/opengl-es-2-
> 0-2d-shaders-series-001-basic-shaders/
> <http://www.google.com/url?q=http%3A%2F%2Fandroidblog.reindustries.com%2Fopengl-es-2-0-2d-shaders-series-001-basic-shaders%2F&sa=D&sntz=1&usg=AFQjCNH9gWtnI7-7EGdvo8iEqWROonTn_w>
>  is
> in regular OpenGL ES, but they write the GLSL code for the fragment shader
> as a String variable in the riGraphicTools class. You wrote "you probably
> won't get around coding shaders". Do you mean that I don't have to code the
> shader in GLSL?
>
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