mirror of
				https://github.com/raysan5/raylib.git
				synced 2025-10-26 12:27:01 +00:00 
			
		
		
		
	Added notes about chromatic aberration
This commit is contained in:
		| @@ -56,4 +56,14 @@ void main() | |||||||
|         //tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5)); |         //tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5)); | ||||||
|         finalColor = texture2D(texture0, tc); |         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); | ||||||
|  |     */ | ||||||
| } | } | ||||||
|   | |||||||
		Reference in New Issue
	
	Block a user
	 Ray
					Ray