added chromatic aberration
This commit is contained in:
parent
12b71f2bb9
commit
9edd7782c6
8 changed files with 32 additions and 7 deletions
|
@ -5,6 +5,7 @@ aimed at providing a variety of effects in the vein of its parent project.
|
|||
|
||||
## Features
|
||||
|
||||
- Chromatic Aberration
|
||||
- Color depth reduction
|
||||
- Depth of Field
|
||||
- Dithering
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#version 120
|
||||
|
||||
#define pixelSize 2 // the size of pixels [1 2 4 8 16]
|
||||
#include "/module/common.glsl"
|
||||
|
||||
float renderRes = pixelSize;
|
||||
|
||||
#define dithering // whether or not to apply dithering
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
#version 120
|
||||
|
||||
#define pixelSize // [1 2 4 8 16]
|
||||
#include "/module/common.glsl"
|
||||
|
||||
//#define aberration
|
||||
//#define hBlur
|
||||
|
||||
varying vec2 texcoord;
|
||||
|
@ -8,14 +10,21 @@ varying vec2 texcoord;
|
|||
uniform sampler2D gcolor;
|
||||
uniform float viewWidth;
|
||||
|
||||
#include "/module/aberration.frag"
|
||||
#include "/module/horizontal_blur.frag"
|
||||
|
||||
void main() {
|
||||
vec3 color;
|
||||
#ifdef hBlur
|
||||
vec3 blurred = hblur();
|
||||
gl_FragData[0] = vec4(blurred, 1);
|
||||
color = hblur();
|
||||
#else
|
||||
gl_FragData[0] = texture2D(gcolor, texcoord);
|
||||
color = texture2D(gcolor, texcoord).rgb;
|
||||
#endif
|
||||
|
||||
#ifdef aberration
|
||||
color.rb = aberrate().rb;
|
||||
#endif
|
||||
|
||||
gl_FragData[0] = vec4(color, 1);
|
||||
}
|
||||
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
#version 120
|
||||
|
||||
#define pixelSize 2 // [1 2 4 8 16]
|
||||
#include "/module/common.glsl"
|
||||
|
||||
#define worldCurvature 0 // [0 1 2]
|
||||
|
||||
|
|
|
@ -24,6 +24,7 @@ option.satSteps=Saturation Depth
|
|||
option.valSteps=Value Depth
|
||||
|
||||
screen.SCREEN=Screen
|
||||
option.aberration=Chromatic Aberration
|
||||
|
||||
screen.CONSOLE=Consoles
|
||||
|
||||
|
|
10
shaders/module/aberration.frag
Normal file
10
shaders/module/aberration.frag
Normal file
|
@ -0,0 +1,10 @@
|
|||
|
||||
vec2 caOffset = vec2(pixelSize / viewWidth, 0);
|
||||
|
||||
vec3 aberrate() {
|
||||
float red = texture2D(gcolor, texcoord - caOffset).r;
|
||||
float blue = texture2D(gcolor, texcoord + caOffset).b;
|
||||
|
||||
return vec3(red, 0, blue);
|
||||
}
|
||||
|
3
shaders/module/common.glsl
Normal file
3
shaders/module/common.glsl
Normal file
|
@ -0,0 +1,3 @@
|
|||
|
||||
#define pixelSize 2 // [1 2 4 8 16]
|
||||
|
|
@ -17,7 +17,7 @@ screen.COLOR.columns=3
|
|||
screen.COLOR=colorMode dithering <empty> rgbSteps <empty> <empty> hueSteps satSteps valSteps
|
||||
|
||||
# screen effects
|
||||
screen.SCREEN=<empty>
|
||||
screen.SCREEN=aberration
|
||||
|
||||
# console effects
|
||||
screen.CONSOLE.columns=1
|
||||
|
|
Loading…
Reference in a new issue