improve chromatic abberation shader

This commit is contained in:
2025-12-05 22:42:17 +01:00
parent f68c7bc927
commit 7a2bfcb34a

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@@ -3,19 +3,55 @@ in vec2 f_coords;
layout(location = 0) out vec4 out_color;
#texture (color_tex, 0, RGB)
uniform sampler2D iChannel0;
vec2 barrelDistortion(vec2 f_coords, float amt) {
vec2 cc = f_coords - 0.5;
float dist = dot(cc, cc);
return f_coords + cc * dist * amt;
}
float sat( float t )
{
return clamp( t, 0.0, 1.0 );
}
float linterp( float t ) {
return sat( 1.0 - abs( 1.0*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 float max_distort = 0.05;
const int num_iter = 10;
const float reci_num_iter_f = 1.0 / float(num_iter);
void main()
{
float amount = 0.001;
vec2 uv=f_coords.xy;
vec2 uv = f_coords;
vec3 col;
col.r = texture( iChannel0, vec2(uv.x+amount,uv.y) ).r;
col.g = texture( iChannel0, uv ).g;
col.b = texture( iChannel0, vec2(uv.x-amount,uv.y) ).b;
col *= (1.0 - amount * 0.5);
out_color = vec4(col,1.0);
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( iChannel0, barrelDistortion(uv, .6 * max_distort*t ) );
}
out_color = sumcol / sumw;
}