light_world.lua/lib/shaders/postshaders/chromatic_aberration.glsl

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extern vec2 redStrength = vec2(4.0, 3.0);
extern vec2 greenStrength = vec2(-2.0, -1.0);
extern vec2 blueStrength = vec2(1.0, -3.0);
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
vec2 pSize = vec2(1.0 / love_ScreenSize.x, 1.0 / love_ScreenSize.y);
float colRed = Texel(texture, vec2(texture_coords.x + pSize.x * redStrength.x, texture_coords.y - pSize.y * redStrength.y)).r;
float colGreen = Texel(texture, vec2(texture_coords.x + pSize.x * greenStrength.x, texture_coords.y - pSize.y * greenStrength.y)).g;
float colBlue = Texel(texture, vec2(texture_coords.x + pSize.x * blueStrength.x, texture_coords.y - pSize.y * blueStrength.y)).b;
return vec4(colRed, colGreen, colBlue, 1.0);
}