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#version 410
uniform sampler2D previous;
uniform sampler2D c3;
uniform float last_beat;
uniform float beat;
uniform float volume;
uniform float aspect;
smooth in vec2 frag_position;
smooth in vec2 frag_texcoord;
// Chromatic Abberation shader
// https://github.com/spite/Wagner/blob/master/fragment-shaders/chromatic-aberration-fs.glsl
vec2 barrelDistortion(vec2 coord, float amt) {
vec2 cc = coord - 0.5;
float dist = dot(cc, cc);
return coord + cc * dist * amt;
}
float sat( float t )
{
return clamp( t, 0.0, 1.0 );
}
float linterp( float t ) {
return sat( 1.0 - abs( 2.0*t - 1.0 ) );
}
float remap( float t, float a, float b ) {
return sat( (t - a) / (b - a) );
}
vec4 spectrum_offset( float t ) {
vec4 ret;
float lo = step(t,0.5);
float hi = 1.0-lo;
float w = linterp( remap( t, 1.0/6.0, 5.0/6.0 ) );
ret = vec4(lo,1.0,hi, 1.) * vec4(1.0-w, w, 1.0-w, 1.);
return pow( ret, vec4(1.0/2.2) );
}
const int num_iter = 20;
const float reci_num_iter_f = 1.0 / float(num_iter);
void main()
{
float max_distort = 0.5;
vec4 sumcol = vec4(0.0);
vec4 sumw = vec4(0.0);
for ( int i=0; i<num_iter;++i )
{
float t = float(i) * reci_num_iter_f;
vec4 w = spectrum_offset( t );
sumw += w;
sumcol += w * texture( previous, barrelDistortion(frag_texcoord, .6 * max_distort*t ) );
}
gl_FragColor = sumcol / sumw;
}