#version 120 varying vec4 passColour; varying vec3 passNormal; uniform sampler2D textureIn; uniform int millis; //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() { vec4 texture = texture2D(textureIn, gl_TexCoord[0].st); float hue = mod(millis/10000.0f+gl_TexCoord[0].t, 1.0f); float sat = 0.5f; float val = 0.5f; vec3 fade = hsv2rgb(vec3(hue, sat, val)); gl_FragColor = vec4(texture.rgb*texture.a + fade*(1.0f-texture.a), 1.0f) * passColour; vec3 fakeSunNormal = normalize(vec3(0.2f,1.0f,-0.2f)); vec3 normNormal = normalize(passNormal); float shading = max(0.6f, dot(fakeSunNormal, normNormal)); gl_FragColor = vec4(gl_FragColor.rgb*shading, gl_FragColor.a); }