extern vec4 gold_seal; vec4 effect( vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords ) { //r controls timing //a controls alpha, but white will always be 1 vec4 pixel; pixel = Texel(texture, texture_coords); number low = min(pixel.r, min(pixel.g, pixel.b)); number high = max(pixel.r, max(pixel.g, pixel.b)); number delta; delta = high*0.5; number fac; fac = 0.3+sin((texture_coords.x*450. + sin(gold_seal.r*6.)*180.)-700.*gold_seal.r) - sin((texture_coords.x*190. + texture_coords.y*30.)+1080.3*gold_seal.r); pixel.r = max(pixel.r, (1. - pixel.r)*delta*fac + pixel.r); pixel.g = max(pixel.g, (1. - pixel.g)*delta*fac + pixel.g); pixel.b = max(pixel.b, (1. - pixel.b)*delta*fac + pixel.b); return pixel; }