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refactor: make the whole thing more generic
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@@ -0,0 +1,24 @@
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// vim: set ft=glsl:
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precision highp float;
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varying highp vec2 v_texcoord;
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uniform highp sampler2D tex;
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#define STRENGTH 0.0027
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void main() {
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vec2 center = vec2(0.5, 0.5);
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vec2 offset = (v_texcoord - center) * STRENGTH;
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float rSquared = dot(offset, offset);
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float distortion = 1.0 + 1.0 * rSquared;
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vec2 distortedOffset = offset * distortion;
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vec2 redOffset = vec2(distortedOffset.x, distortedOffset.y);
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vec2 blueOffset = vec2(distortedOffset.x, distortedOffset.y);
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vec4 redColor = texture2D(tex, v_texcoord + redOffset);
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vec4 blueColor = texture2D(tex, v_texcoord + blueOffset);
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gl_FragColor = vec4(redColor.r, texture2D(tex, v_texcoord).g, blueColor.b, 1.0);
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}
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