#version 120 varying vec4 passColour; varying vec3 passPosition; uniform sampler2D textureIn; uniform float amount; //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() { vec4 texture = texture2D(textureIn, gl_TexCoord[0].st); vec3 hsv = rgb2hsv(texture.rgb); float hue = mod(hsv.x + amount + passPosition.x*4.0f, 1.0f); float sat = hsv.y*0.7f; float val = hsv.z; vec3 fade = hsv2rgb(vec3(hue, sat, val)); gl_FragColor = vec4(fade.rgb, texture.a); }