varying vec2 tcoord; // uniform sampler2D tex; // texture one uniform sampler2D tex2; // texture two uniform vec2 tres; // size of texture (screen) uniform vec4 fparams; // 4 floats coming in uniform ivec4 iparams; // 4 ints coming in uniform float ftime; // 0.0 to 1.0 uniform int itime; // increases when ftime hits 1.0 //f0:key luma: //f1:key range: //f2:edge opacity: float f0 = mix(0.0, 1.0, fparams[0]); float f1 = mix(0.0, 0.5, fparams[1]); float f2 = mix(0.0, 1.0, fparams[2]); //--------------------------------------------------------------------------------------------------- vec3 rgb2hsv(vec3 c) { 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); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { 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); } void main() { vec3 outc; vec4 base = texture2D(tex, tcoord.xy); vec4 blend = texture2D(tex2, tcoord.xy); vec3 hsv = rgb2hsv(base.rgb); if( (hsv.z > (f0-f1)) && (hsv.z < (f0+f1)) ){ if(hsv.z-(f0-f1) < f2){ outc = mix(base.rgb,blend.rgb,(hsv.z-(f0-f1))/f2); } else if((f0+f1)-hsv.z < f2){ outc = mix(base.rgb,blend.rgb,((f0+f1)-hsv.z)/f2); } else { outc = blend.rgb; } } else { outc = base.rgb; } gl_FragColor=vec4(outc,1.0); }