2023-09-27 06:49:59 +00:00
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uniform float separation; /// min:-0.10 max:0.10 set:0.003
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uniform float angle; /// min:0 max:6.28 set:0
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2023-07-30 19:18:50 +00:00
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void main() {
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vec2 uv = TEXCOORD.st;
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2023-09-27 06:49:59 +00:00
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vec2 offset = separation * vec2( cos(angle), sin(angle) );
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2023-07-30 19:18:50 +00:00
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vec4 color = texture( iChannel0, uv);
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color.r = texture( iChannel0, uv + offset ).x;
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color.b = texture( iChannel0, uv - offset ).z;
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FRAGCOLOR = color;
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}
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