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Chromatic Aberration shader
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#import "Common/ShaderLib/GLSLCompat.glsllib" | |
#import "Common/ShaderLib/MultiSample.glsllib" | |
uniform COLORTEXTURE m_Texture; | |
uniform float m_Offset; | |
varying vec2 texCoord; | |
void main() { | |
vec4 color = vec4(0.0); | |
color.r = texture2D(m_Texture, texCoord + vec2(m_Offset, 0.0)).r; | |
color.g = texture2D(m_Texture, texCoord + vec2(0.0, 0.0)).g; | |
color.b = texture2D(m_Texture, texCoord + vec2(-m_Offset, 0.0)).b; | |
color.a = 1.0; | |
gl_FragColor = color; | |
} |
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public class ChromaticAberrationFilter extends Filter { | |
private RenderManager renderManager; | |
private ViewPort viewPort; | |
public ChromaticAberrationFilter() { | |
super("ChromaticAberrationFilter"); | |
} | |
@Override | |
protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) { | |
this.renderManager = renderManager; | |
this.viewPort = vp; | |
material = new Material(manager, "Post/ChromaticAberration.j3md"); | |
material.setFloat("Offset", 0.0008f); | |
} | |
@Override | |
protected void postQueue(RenderQueue queue) { | |
renderManager.getRenderer().setBackgroundColor(ColorRGBA.BlackNoAlpha); | |
renderManager.getRenderer().clearBuffers(true, true, true); | |
renderManager.renderViewPortQueues(viewPort, false); | |
renderManager.setForcedTechnique(null); | |
renderManager.getRenderer().setFrameBuffer(viewPort.getOutputFrameBuffer()); | |
} | |
@Override | |
protected void cleanUpFilter(Renderer r) { | |
} | |
@Override | |
protected Material getMaterial() { | |
return material; | |
} | |
} |
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