#version 300 es /* Pepy by @ohsqueezy [ohsqueezy.itch.io] */ precision mediump float; in vec2 uv; in vec3 color; uniform sampler2D base_texture; uniform vec3 blend_min_hsv; uniform float time; uniform bool scroll; uniform bool textured; out vec4 myOutputColor; /* 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 (textured) { // 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 // { myOutputColor = texture(base_texture, uv); // } } else { myOutputColor = vec4(color, 1.0); } /* apply blending, leaving alpha unchanged */ myOutputColor.xyz = min(myOutputColor.xyz, hsv2rgb(blend_min_hsv)); }