v4k-git-backup/demos/art/fx/fxAberration.fs

13 lines
336 B
GLSL

uniform float intensity = 0.003f;
uniform float angle = 0.0f;
void main() {
vec2 uv = TEXCOORD.st;
vec2 offset = intensity * 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;
}