#version 130 in vec2 uv; uniform sampler2D base_texture; uniform vec3 blend_min_hsv; uniform float time; uniform bool scroll = false; /* 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; gl_FragColor = texelFetch(base_texture, ivec2(mod(vec2(gl_FragCoord.x + speed, gl_FragCoord.y - speed), texture_size)), 0); } else { gl_FragColor = texture(base_texture, uv); } gl_FragColor = min(gl_FragColor, vec4(hsv2rgb(blend_min_hsv), 1)); }