The first CoronaColorScale(texture2D(…)) (the earlier return) is the back pixel. Basically, just replace the texture2D () call with vec4(1.) or vec4(1., 1., 1., 1.). White is all ones, just as in Corona itself.
If you don’t want the black border you can just strip the stuff in UPPER_SHADOWS or whatever I called it. (I’m actually thinking I can hoist that out into two or three manually oriented auxiliary rects–one per edge–with their own shader, then just layer the shadow on top of the front page. This would cut out those per-pixel tests for shadows in the effect proper and the shapes could be made a much better fit anyhow.)
By the way, since I’m seeing “real world use” in action, I’m considering all these things you’re trying for my stable of options. 
Actually, since you’ve already been running with it (do you have a video or sample, by the way?), maybe I’d be wasting time trying to add my own scene transition support into an eventual plugin. I’m thinking in the end of just exposing some functions like SetNormal (), SetPoint (), and SetRadius () and abstracting away the underlying bits.
Have you considered putting together a suite of scene transitions? It sounds like you must already be playing around with them. I’d like to see how well “related” plugins end up working.