Created
June 16, 2019 08:54
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shader_type canvas_item; | |
uniform float size_x=0.005; | |
uniform float size_y=0.005; | |
uniform float r_offset_x = -0.2; | |
uniform float r_offset_y = 0; | |
uniform float g_offset_x = 0; | |
uniform float g_offset_y = 0; | |
uniform float b_offset_x = 0.2; | |
uniform float b_offset_y = 0; | |
void fragment() { | |
vec2 uv = SCREEN_UV; | |
uv-=mod(uv,vec2(size_x,size_y)); | |
vec2 PixelSize = TEXTURE_PIXEL_SIZE; | |
vec4 r_val = texture(SCREEN_TEXTURE, uv + vec2(r_offset_x, r_offset_y) * PixelSize); | |
vec4 g_val = texture(SCREEN_TEXTURE, uv + vec2(g_offset_x, g_offset_y) * PixelSize); | |
vec4 b_val = texture(SCREEN_TEXTURE, uv + vec2(b_offset_x, b_offset_y) * PixelSize); | |
vec3 Chromatic_Aberration = vec3(r_val.r, g_val.g, b_val.b); | |
COLOR.rgb = Chromatic_Aberration; | |
//COLOR.rgb= textureLod(SCREEN_TEXTURE,uv,0.0).rgb; | |
} |
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