55 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			55 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | /** | ||
|  |  * RGB Shift Shader | ||
|  |  * Shifts red and blue channels from center in opposite directions | ||
|  |  * Ported from https://web.archive.org/web/20090820185047/http://kriss.cx/tom/2009/05/rgb-shift/
 | ||
|  |  * by Tom Butterworth / https://web.archive.org/web/20090810054752/http://kriss.cx/tom/
 | ||
|  |  * | ||
|  |  * amount: shift distance (1 is width of input) | ||
|  |  * angle: shift angle in radians | ||
|  |  */ | ||
|  | 
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|  | const RGBShiftShader = { | ||
|  | 
 | ||
|  | 	name: 'RGBShiftShader', | ||
|  | 
 | ||
|  | 	uniforms: { | ||
|  | 
 | ||
|  | 		'tDiffuse': { value: null }, | ||
|  | 		'amount': { value: 0.005 }, | ||
|  | 		'angle': { value: 0.0 } | ||
|  | 
 | ||
|  | 	}, | ||
|  | 
 | ||
|  | 	vertexShader: /* glsl */`
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|  | 
 | ||
|  | 		varying vec2 vUv; | ||
|  | 
 | ||
|  | 		void main() { | ||
|  | 
 | ||
|  | 			vUv = uv; | ||
|  | 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | ||
|  | 
 | ||
|  | 		}`,
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|  | 
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|  | 	fragmentShader: /* glsl */`
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|  | 
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|  | 		uniform sampler2D tDiffuse; | ||
|  | 		uniform float amount; | ||
|  | 		uniform float angle; | ||
|  | 
 | ||
|  | 		varying vec2 vUv; | ||
|  | 
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|  | 		void main() { | ||
|  | 
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|  | 			vec2 offset = amount * vec2( cos(angle), sin(angle)); | ||
|  | 			vec4 cr = texture2D(tDiffuse, vUv + offset); | ||
|  | 			vec4 cga = texture2D(tDiffuse, vUv); | ||
|  | 			vec4 cb = texture2D(tDiffuse, vUv - offset); | ||
|  | 			gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a); | ||
|  | 
 | ||
|  | 		}`
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|  | 
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|  | }; | ||
|  | 
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|  | export { RGBShiftShader }; |