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dotfiles/config/hypr/shaders/chromatic-aberration.glsl
T

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GLSL

#version 300 es
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
out vec4 fragColor;
void main() {
float offset = 0.004;
float r = texture(tex, v_texcoord + vec2( offset, 0.0)).r;
float g = texture(tex, v_texcoord ).g;
float b = texture(tex, v_texcoord - vec2( offset, 0.0)).b;
float a = texture(tex, v_texcoord).a;
fragColor = vec4(r, g, b, a);
}