Pixel-Composer/shaders/sh_chromatic_aberration/sh_chromatic_aberration.fsh

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2022-09-21 06:09:40 +02:00
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 center;
uniform float strength;
void main() {
vec2 texel = 1.0 / dimension;
vec2 coords = (v_vTexcoord - center / dimension) * 2.0;
float coordDot = dot(coords, coords);
vec2 precompute = strength * coordDot * coords;
vec2 uvR = v_vTexcoord - texel.xy * precompute;
vec2 uvB = v_vTexcoord + texel.xy * precompute;
vec4 color;
color.r = texture2D(gm_BaseTexture, uvR).r;
color.g = texture2D(gm_BaseTexture, v_vTexcoord).g;
color.b = texture2D(gm_BaseTexture, uvB).b;
color.a = texture2D(gm_BaseTexture, v_vTexcoord).a +
texture2D(gm_BaseTexture, uvR).a +
texture2D(gm_BaseTexture, uvB).a;
gl_FragColor = color;
}