Yes it happened as soon as I updated, I even saved an executable of the same game version number before upgrading so I could test inconsistencies.
I think this is the standard hue_shift shader for most game engines.
Here is the hue_shift shader:
// Vertex GLSL ES
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
------------------------------------------------------------
// Fragment GLSL ES
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
const mat3 rgb2yiq = mat3(0.299, 0.587, 0.114, 0.595716, -0.274453, -0.321263, 0.211456, -0.522591, 0.311135);
const mat3 yiq2rgb = mat3(1.0, 0.9563, 0.6210, 1.0, -0.2721, -0.6474, 1.0, -1.1070, 1.7046);
uniform float hue;
void main() {
vec3 yColor = rgb2yiq * (texture2D(gm_BaseTexture, v_vTexcoord).rgb*v_vColour.rgb);
float originalHue = atan(yColor.b, yColor.g);
float finalHue = originalHue + hue;
float chroma = sqrt(yColor.b*yColor.b+yColor.g*yColor.g);
vec3 yFinalColor = vec3(yColor.r, chroma * cos(finalHue), chroma * sin(finalHue));
gl_FragColor = vec4(yiq2rgb*yFinalColor, texture2D(gm_BaseTexture,v_vTexcoord).a);
}