From 4ff85c2ac257eb5494626dae30e79c5f48430609 Mon Sep 17 00:00:00 2001 From: Ray Date: Sun, 26 Jun 2016 10:22:17 +0200 Subject: [PATCH] Added notes about chromatic aberration --- examples/resources/shaders/distortion.fs | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/examples/resources/shaders/distortion.fs b/examples/resources/shaders/distortion.fs index cd5951fe..79bc5fa1 100644 --- a/examples/resources/shaders/distortion.fs +++ b/examples/resources/shaders/distortion.fs @@ -56,4 +56,14 @@ void main() //tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5)); finalColor = texture2D(texture0, tc); } + + /* + // Chromatic aberration is caused when a lens can't focus every color to the same focal point. + // A simple way to fake this effect, and render it as a quick full-screen post-process, + // is to apply an offset to each color channel in a fragment shader. + vec4 rValue = texture2D(texture0, fragTexCoord - rOffset); + vec4 gValue = texture2D(texture0, fragTexCoord - gOffset); + vec4 bValue = texture2D(texture0, fragTexCoord - bOffset); + finalColor = vec4(rValue.r, gValue.g, bValue.b, 1.0); + */ }