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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