Created
July 2, 2015 04:13
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Simulates chromatic aberration to the input texture sampler2D tex.
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#version 150 | |
uniform sampler2D tex; | |
in vec2 f_texCoord; | |
out vec4 fColor; | |
vec3 refractiveIndex = vec3(1.03, 1.05, 1.08); | |
void main(void) | |
{ | |
vec2 normalizedTexCoord = 2 * f_texCoord - 1; // [0, 1] -> [-1, 1] | |
vec3 texVec = vec3(normalizedTexCoord, 1.0); | |
vec3 normalVec = vec3(0.0, 0.0, -1.0); | |
vec3 redRefractionVec = refract(texVec, normalVec, refractiveIndex.r); | |
vec3 greenRefractionVec = refract(texVec, normalVec, refractiveIndex.g); | |
vec3 blueRefractionVec = refract(texVec, normalVec, refractiveIndex.b); | |
vec2 redTexCoord = ((redRefractionVec / redRefractionVec.z).xy + 1) / 2; | |
vec2 greenTexCoord = ((greenRefractionVec / greenRefractionVec.z).xy + 1) / 2; | |
vec2 blueTexCoord = ((blueRefractionVec / blueRefractionVec.z).xy + 1) / 2; | |
fColor = vec4 | |
( | |
texture(tex, redTexCoord).r, | |
texture(tex, greenTexCoord).g, | |
texture(tex, blueTexCoord).b, | |
1.0 | |
); | |
} |
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