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// vim: set ft=glsl:
precision highp float;
varying highp vec2 v_texcoord;
uniform highp sampler2D tex;
#define STRENGTH 0.0027
void main() {
vec2 center = vec2(0.5, 0.5);
vec2 offset = (v_texcoord - center) * STRENGTH;
float rSquared = dot(offset, offset);
float distortion = 1.0 + 1.0 * rSquared;
vec2 distortedOffset = offset * distortion;
vec2 redOffset = vec2(distortedOffset.x, distortedOffset.y);
vec2 blueOffset = vec2(distortedOffset.x, distortedOffset.y);
vec4 redColor = texture2D(tex, v_texcoord + redOffset);
vec4 blueColor = texture2D(tex, v_texcoord + blueOffset);
gl_FragColor = vec4(redColor.r, texture2D(tex, v_texcoord).g, blueColor.b, 1.0);
}
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