22 lines
593 B
GLSL
22 lines
593 B
GLSL
#version 110
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uniform vec2 resolution;
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uniform sampler2D tex;
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varying vec2 vTexCoord;
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uniform float red_amount;
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uniform float green_amount;
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uniform float blue_amount;
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void main(void) {
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vec2 rOffset = vec2(red_amount*0.01)/resolution;
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vec2 gOffset = vec2(green_amount*0.01)/resolution;
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vec2 bOffset = vec2(blue_amount*0.01)/resolution;
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vec4 rValue = texture2D(tex, vTexCoord - rOffset);
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vec4 gValue = texture2D(tex, vTexCoord - gOffset);
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vec4 bValue = texture2D(tex, vTexCoord - bOffset);
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gl_FragColor = vec4(rValue.r, gValue.g, bValue.b, texture2D(tex, vTexCoord).a);
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} |