#ifdef GL_ES precision highp float; #endif uniform sampler2D from, to; uniform float progress; uniform vec2 resolution; // HSV functions are from http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl vec3 hsv2rgb(vec3 c) { const vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } vec3 rgb2hsv(vec3 c) { const vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + 0.001)), d / (q.x + 0.001), q.x); } void main() { vec2 p = gl_FragCoord.xy / resolution.xy; vec3 a = rgb2hsv(texture2D(from, p).rgb); vec3 b = rgb2hsv(texture2D(to, p).rgb); vec3 m = mix(a, b, progress); gl_FragColor = vec4(hsv2rgb(m), 1.0); }