13 lines
336 B
GLSL
13 lines
336 B
GLSL
uniform float intensity = 0.003f;
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uniform float angle = 0.0f;
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void main() {
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vec2 uv = TEXCOORD.st;
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vec2 offset = intensity * vec2( cos(angle), sin(angle) );
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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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