varying mat3 v_tex_rot; uniform sampler2D tex; void main() { vec2 l_uv = gl_TexCoord[0].xy; l_uv = vec2(v_tex_rot * vec3(l_uv, 0.5)); gl_FragColor = texture2D(tex, l_uv); float M = max(max(gl_FragColor.x, gl_FragColor.y), gl_FragColor.z); float C = M - min(min(gl_FragColor.x, gl_FragColor.y), gl_FragColor.z); float S = C > 0.0 ? C / M : 0.0; gl_FragColor.xyz = M * mix(vec3(1.0, 1.0, 1.0), gl_Color.xyz, S); }