Files
oak-editor/effects/shaders/chromaticaberration.frag
T

17 lines
523 B
GLSL

uniform float red_amount;
uniform float green_amount;
uniform float blue_amount;
uniform vec2 resolution;
vec4 process(vec4 col) {
vec2 rOffset = vec2(red_amount*0.01)/resolution;
vec2 gOffset = vec2(green_amount*0.01)/resolution;
vec2 bOffset = vec2(blue_amount*0.01)/resolution;
vec4 rValue = texture2D(texture, v_texcoord - rOffset);
vec4 gValue = texture2D(texture, v_texcoord - gOffset);
vec4 bValue = texture2D(texture, v_texcoord - bOffset);
return vec4(rValue.r, gValue.g, bValue.b, col.a);
}