#version 300 es /* _______________ ,--------------------------------------------------------. //`````````````\\ \ \ //~~~~~~~~~~~~~~~\\ \ by @ohsqueezy & @sleepin \ //=================\\ \ [ohsqueezy.itch.io] [sleepin.itch.io] \ // \\ \ \ // \\ \ zlib licensed code at [git.nugget.fun/nugget/gunkiss] \ // ☆ GUNKISS ☆ \\ \ \ //_________________________\\ `--------------------------------------------------------*/ /* The precision declaration is required by OpenGL ES */ precision mediump float; in vec2 uv; uniform sampler2D base_texture; uniform vec3 blend_min_hsv; uniform float time; uniform bool scroll; out vec4 outputColor; /* from http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl, licensed under WTFPL */ 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(void) { if (scroll) { ivec2 texture_size = textureSize(base_texture, 0); float speed = time * 35.0; outputColor = texelFetch(base_texture, ivec2(mod(vec2(gl_FragCoord.x + speed, gl_FragCoord.y - speed), vec2(texture_size))), 0); } else { outputColor = texture(base_texture, uv); } /* apply blending, leaving alpha unchanged */ outputColor.xyz = min(outputColor.xyz, hsv2rgb(blend_min_hsv)); }