#version 130 uniform sampler2D textureIn; uniform int something; uniform vec2 dvdPosition; //Algorithm by sam hocevar 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); } //Algorithm by hughsk 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() { vec2 diskUv = vec2(1, 634) / 1024; vec2 diskSize = vec2(162, 78) / 1024; float renderScale = 0.5; vec2 renderSize = diskSize * renderScale; vec2 positionTopLeft = dvdPosition / 1024; vec2 positionBottomRight = positionTopLeft + renderSize; vec4 texture = texture2D(textureIn, gl_TexCoord[0].st); // vec4 texture = vec4(1.0, 0.0, 1.0, 1.0); vec2 offset = gl_TexCoord[0].st - positionTopLeft; if (0 <= offset.x && offset.x < renderSize.x && 0 <= offset.y && offset.y < renderSize.y) { vec4 diskTexture = texture2D(textureIn, diskUv + offset / renderScale); // vec4 diskTexture = vec4(1.0, 0.0, 0.0, 1.0); if (diskTexture.w > 0.5) { vec3 hehe = rgb2hsv(diskTexture.xyz); float otherHue = float(something) / 255.0; if (otherHue > 1){ hehe.x = 1; } else if (otherHue < 0){ hehe.x = 0; } else { hehe.x = otherHue; } texture = vec4(hsv2rgb(hehe), 1.0); } } gl_FragColor = texture; }