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varying mat4 v_tex_rot;
uniform sampler2D tex;
void main() {
vec2 l_uv = gl_TexCoord[0].xy;
const vec2 l_offset = vec2(0.5, 0.5);
l_uv -= l_offset;
l_uv = vec2(v_tex_rot * vec4(l_uv, 0.0, 1.0));
l_uv += l_offset;
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);
}
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