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@ -56,4 +56,14 @@ void main() |
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//tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5)); |
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finalColor = texture2D(texture0, tc); |
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} |
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/* |
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// Chromatic aberration is caused when a lens can't focus every color to the same focal point. |
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// A simple way to fake this effect, and render it as a quick full-screen post-process, |
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// is to apply an offset to each color channel in a fragment shader. |
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vec4 rValue = texture2D(texture0, fragTexCoord - rOffset); |
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vec4 gValue = texture2D(texture0, fragTexCoord - gOffset); |
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vec4 bValue = texture2D(texture0, fragTexCoord - bOffset); |
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finalColor = vec4(rValue.r, gValue.g, bValue.b, 1.0); |
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*/ |
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} |