anchor.diff:  The shader incrementally clamps off the colour value, dark to light, and uses that for a masking texture to discard pixels.
   It is currently capped for convenience at 255 frames of animation and is only using one colour channel.
   In simple terms, in starts by only discarding the darkest parts of the texture map, then the slightly lighter parts, then the slightly lighter again and again until it eventually cant get any lighter (white), at which point the proccess is complete.
  -[cols="2", options="header"]
  +[cols="2"]
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   a|image:sdk/plugin/dissolver-screen.png[Dissolver screenshot,width="400",height=""]
  
positive.code: I chose to clamp this value inside the frag shader code instead of using java code because I thought this way is faster (better from preformace point of view). You can clamp this values using java code if you want.
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  [cols="2", options="header"]
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  a|image:sdk/plugin/CgFzhkq-MKk.jpg[youtube_cgfzhkq-mkk,width="",height="",link="https://youtu.be/CgFzhkq-MKk"]
  a| 
  
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negative.code: .  Organic Burn (bottom right) is comprised of 2 cubes, one blue, one orange, both with the same organic dissolve, however the orange one is slightly offset ahead of the blue so it shows first (ie the dissolve amount is always slight advanced).
  
  Watch following videos:
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  .YouTube
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  a|.GLSL Dissolve Shader 
  image:sdk/plugin/ry0r_qwFQLQ.jpg[youtube_ry0r_qwFQLQ,width="",height="",link="https://youtu.be/ry0r_qwFQLQ"]
  a|.mTheoryGame 
  image:sdk/plugin/wUfMcN1Uv48.jpg[youtube_wUfMcN1Uv48,width="",height="",link="https://youtu.be/wUfMcN1Uv48"]
  
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