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@xseignard
Forked from nwoeanhinnogaehr/HSVfade.glsl
Last active August 29, 2015 14:21
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#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D from, to;
uniform float progress;
uniform vec2 resolution;
void main() {
vec2 p = gl_FragCoord.xy / resolution.xy;
vec3 a = texture2D(from, p).rgb;
vec3 b = texture2D(to, p).rgb;
vec3 m = mix(a, b, progress);
gl_FragColor = vec4(m, 1.0);
}
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