added chromatic aberration and prepared restructoring by moving 2d filter to Image-Filtering
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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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}
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10
README.md
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README.md
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# Shadertoy-Shaders
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Repository for every shader I've written for shadertoy
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# Image-Filtering
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## About
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This folder contains various filter that can be applied to 2D images. Every shader is written in GLSL and is supposed to deliver a simple
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handson sample implementation. With some filters even implementing some optimization measures such as quicker blurs or magic numbers instead of constant functions.
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## Content
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- Bilateral Filter
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- Chromatic Aberration
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# Chromatic-Aberration
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![overview.png](https://git.teridax.de/teridax/Shadertoy-Shaders/raw/branch/main/Chromatic-Aberration/overview.png)
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This is a crude implementation of a 2D filter mimicing the effect of chromatic aberration which happens with real world lenses
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that are unable to focus light of different wavelengths to the same focal plane.
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