updated chromatic aberration shader to general function
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@ -1,24 +1,30 @@
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const float Samples = 4.;
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const float Strength = 0.085; // 2.5%
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 uv = fragCoord/iResolution.xy-.5;
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vec3 col = vec3(0);
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vec3 f = 1. - length(uv) * Strength*vec3(2.,1.,0.);
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for (float i = 0.; i < Samples; i++)
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{
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vec3 fs = mix(f, vec3(1), i/Samples);
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col += vec3(
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texture(iChannel0, uv * fs.x+.5).r,
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texture(iChannel0, uv * fs.y+.5).g,
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texture(iChannel0, uv * fs.z+.5).b
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);
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}
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col /= Samples;
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fragColor = vec4(col,1.0);
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const float Samples = 4.;
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const float Strength = 0.085; // 2.5%
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vec3 chromatic_aberration(in sampler2D tex, in vec2 uv)
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{
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vec3 col = vec3(0);
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uv -= .5;
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vec3 f = 1. - length(uv) * Strength*vec3(2.,1.,0.);
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for (float i = 0.; i < Samples; i++)
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{
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vec3 fs = mix(f, vec3(1), i/Samples);
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col += vec3(
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texture(tex, uv * fs.x+.5).r,
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texture(tex, uv * fs.y+.5).g,
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texture(tex, uv * fs.z+.5).b
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);
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}
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return col / Samples;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 uv = fragCoord/iResolution.xy;
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fragColor = vec4(chromatic_aberration(iChannel0, uv),1.0);
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}
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