I am trying to fade between several different types of shaders from shadertoy by importing them to p5.js and am trying to figure out the best way to do that? I am trying to figure out if I can somehow just use the tint() function to adjust the opacity of the shader after I load them in and loop through them, but don’t exactly know if that’s possible. Here’s what I have so far, which just switches between a shader once a second. Any help would be greatly appreciated.
full project with shaders is here
    let theShader;
    let oldTime;
    let shaderNdx = 0;
    const shaders = [];
    function preload(){
      // load the shaders
      shaders.push(loadShader('shader1.vert', 'shader1.frag'));
      shaders.push(loadShader('shader2.vert', 'shader2.frag'));
      shaders.push(loadShader('shader3.vert', 'shader3.frag'));
      theShader = shaders[0];  // start with the first shader
    }
    function setup() {
      //creates canvas
      createCanvas(windowWidth, windowHeight, WEBGL);
      noStroke();
    }
    function draw() {  
      // switch shaders every second
      let time = performance.now() / 1000 | 0;  // convert to seconds
      if (oldTime !== time) {
        oldTime = time;
        // increment shader index to the next shader but wrap around 
        // back to 0 at then of the array of shaders
        shaderNdx = (shaderNdx + 2) % shaders.length;
        theShader = shaders[shaderNdx]
      
      }
      //sets the active shader
      shader(theShader);
      theShader.setUniform("iResolution", [width, height]);
      theShader.setUniform("iFrame", frameCount);
      theShader.setUniform("iMouse", [mouseX, map(mouseY, 0, height, height, 0)]);
      theShader.setUniform("iTime", millis() / 1000.0);
      theShader.setUniform("u_resolution", [width, height]);
      theShader.setUniform("u_time", millis() / 1000.0);
      theShader.setUniform("u_mouse", [mouseX, map(mouseY, 0, height, height, 0)]);
      // rect gives us some geometry on the screen
      rect(0,0,width, height);
    }
    function windowResized(){
      resizeCanvas(windowWidth, windowHeight);
    }
            