uniform float separation; /// min:-0.10 max:0.10 set:0.003 uniform float angle; /// min:0 max:6.28 set:0 void main() { vec2 uv = TEXCOORD.st; vec2 offset = separation * vec2( cos(angle), sin(angle) ); vec4 color = texture( iChannel0, uv); color.r = texture( iChannel0, uv + offset ).x; color.b = texture( iChannel0, uv - offset ).z; FRAGCOLOR = color; }