text: function Transition ( sceneA, sceneB ) {
  
  	this.scene = new THREE.Scene();
  	
  	this.cameraOrtho = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, - 10, 10 );
  
  	this.textures = [];
  	for ( var i = 0; i < 6; i ++ )
  		this.textures[ i ] = new THREE.ImageUtils.loadTexture( 'textures/transition/transition' + ( i + 1 ) + '.png' );
  				
  	this.quadmaterial = new THREE.ShaderMaterial( {
  
  		uniforms: {
  
  			tDiffuse1: {
  				type: "t",
  				value: null
  			},
  			tDiffuse2: {
  				type: "t",
  				value: null
  			},
  			mixRatio: {
  				type: "f",
  				value: 0.0
  			},
  			threshold: {
  				type: "f",
  				value: 0.1
  			},
  			useTexture: {
  				type: "i",
  				value: 1,
  			},
  			tMixTexture: {
  				type: "t",
  				value: this.textures[ 0 ]
  			}
  		},
  		vertexShader: [
  
  			"varying vec2 vUv;",
  
  			"void main() {",
  
  			"vUv = vec2( uv.x, uv.y );",
  			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  
  			"}"
  
  		].join( "\n" ),
  		fragmentShader: [
  
  			"uniform float mixRatio;",
  
  			"uniform sampler2D tDiffuse1;",
  			"uniform sampler2D tDiffuse2;",
  			"uniform sampler2D tMixTexture;",
  			
  			"uniform int useTexture;",
  			"uniform float threshold;",
  
  			"varying vec2 vUv;",
  
  			"void main() {",
  
  			"vec4 texel1 = texture2D( tDiffuse1, vUv );",
  			"vec4 texel2 = texture2D( tDiffuse2, vUv );",
  			
  			"if (useTexture==1) {",
  				
  				"vec4 transitionTexel = texture2D( tMixTexture, vUv );",
  				"float r = mixRatio * (1.0 + threshold * 2.0) - threshold;",
  				"float mixf=clamp((transitionTexel.r - r)*(1.0/threshold), 0.0, 1.0);",
  				
  				"gl_FragColor = mix( texel1, texel2, mixf );",
  			"} else {",
  				
  				"gl_FragColor = mix( texel2, texel1, mixRatio );",
  				
  			"}",
  		"}"
  
  		].join( "\n" )
  
  	} );
  
  	quadgeometry = new THREE.PlaneBufferGeometry( window.innerWidth, window.innerHeight );
  	
  	this.quad = new THREE.Mesh( quadgeometry, this.quadmaterial );
  	this.scene.add( this.quad );
  
  	// Link both scenes and their FBOs
  	this.sceneA = sceneA;
  	this.sceneB = sceneB;
  
  	this.quadmaterial.uniforms.tDiffuse1.value = sceneA.fbo;
  	this.quadmaterial.uniforms.tDiffuse2.value = sceneB.fbo;
  
  	this.needChange = false;
  	
  	this.setTextureThreshold = function ( value ) {
  	
  		this.quadmaterial.uniforms.threshold.value = value;
  
  	};
  	
  	this.useTexture = function ( value ) {
  	
  		this.quadmaterial.uniforms.useTexture.value = value ? 1 : 0;
  
  	};
  	
  	this.setTexture = function ( i ) {
  		
  		this.quadmaterial.uniforms.tMixTexture.value = this.textures[ i ];
  		
  	};
  	
  	this.render = function( delta ) {
  		
  		// Transition animation
  		if ( transitionParams.animateTransition ) {
  
  			var t = ( 1 + Math.sin( transitionParams.transitionSpeed * clock.getElapsedTime() / Math.PI ) ) / 2;
  			transitionParams.transition = THREE.Math.smoothstep( t, 0.3, 0.7 );
  			
  			// Change the current alpha texture after each transition
  			if ( transitionParams.loopTexture && ( transitionParams.transition == 0 || transitionParams.transition == 1 ) ) {
  
  				if ( this.needChange ) {
  
  					transitionParams.texture = ( transitionParams.texture + 1 ) % this.textures.length;
  					this.quadmaterial.uniforms.tMixTexture.value = this.textures[ transitionParams.texture ];
  					this.needChange = false;
  
  				}
  
  			} else
  				this.needChange = true;
  				
  		}
  		
  		this.quadmaterial.uniforms.mixRatio.value = transitionParams.transition;
  
  		// Prevent render both scenes when it's not necessary
  		if ( transitionParams.transition == 0 ) {
  			
  			this.sceneB.render( delta, false );
  		
  		} else if ( transitionParams.transition == 1 ) {
  		
  			this.sceneA.render( delta, false );
  			
  		} else {
  			
  			// When 0<transition<1 render transition between two scenes
  			
  			this.sceneA.render( delta, true );
  			this.sceneB.render( delta, true );
  			renderer.render( this.scene, this.cameraOrtho, null, true );
  
  		}
  
  	}
  
  }
  