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authorRay <raysan5@gmail.com>2016-06-26 10:22:17 +0200
committerRay <raysan5@gmail.com>2016-06-26 10:22:17 +0200
commit4ff85c2ac257eb5494626dae30e79c5f48430609 (patch)
tree13d527a937956ed407030032b423349f970b8f13
parent6981e2bffaf6626b4ffc3f667dd9cc1de2c196da (diff)
downloadraylib-4ff85c2ac257eb5494626dae30e79c5f48430609.tar.gz
raylib-4ff85c2ac257eb5494626dae30e79c5f48430609.zip
Added notes about chromatic aberration
-rw-r--r--examples/resources/shaders/distortion.fs10
1 files changed, 10 insertions, 0 deletions
diff --git a/examples/resources/shaders/distortion.fs b/examples/resources/shaders/distortion.fs
index cd5951fe..79bc5fa1 100644
--- a/examples/resources/shaders/distortion.fs
+++ b/examples/resources/shaders/distortion.fs
@@ -56,4 +56,14 @@ void main()
//tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));
finalColor = texture2D(texture0, tc);
}
+
+ /*
+ // Chromatic aberration is caused when a lens can't focus every color to the same focal point.
+ // A simple way to fake this effect, and render it as a quick full-screen post-process,
+ // is to apply an offset to each color channel in a fragment shader.
+ vec4 rValue = texture2D(texture0, fragTexCoord - rOffset);
+ vec4 gValue = texture2D(texture0, fragTexCoord - gOffset);
+ vec4 bValue = texture2D(texture0, fragTexCoord - bOffset);
+ finalColor = vec4(rValue.r, gValue.g, bValue.b, 1.0);
+ */
}