Cleanup chromatic aberration shader
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3f51b35b89
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@ -45,13 +45,14 @@ void main() {
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int num_iter = compoChromaticSamples;
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#endif
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float reci_num_iter_f = 1.0 / float(num_iter);
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// Spectral
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if (compoChromaticType == 1) {
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float reci_num_iter_f = 1.0 / float(num_iter);
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vec2 resolution = vec2(1,1);
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vec2 uv = (texCoord.xy/resolution.xy);
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vec4 sumcol = vec4(0.0);
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vec4 sumw = vec4(0.0);
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vec4 sumw = vec4(0.0);
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for (int i=0; i < num_iter; ++i)
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{
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float t = float(i) * reci_num_iter_f;
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@ -59,17 +60,16 @@ void main() {
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sumw += w;
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sumcol += w * texture(tex, barrelDistortion(uv, 0.6 * max_distort * t));
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}
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fragColor = sumcol / sumw;
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} else {
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fragColor = sumcol / sumw;
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}
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// Simple
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else {
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vec3 col = vec3(0.0);
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col.x = texture(tex, texCoord + ((vec2(0.0, 1.0) * max_distort) / vec2(1000.0))).x;
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col.y = texture(tex, texCoord + ((vec2(-0.85, -0.5) * max_distort) / vec2(1000.0))).y;
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col.z = texture(tex, texCoord + ((vec2(0.85, -0.5) * max_distort) / vec2(1000.0))).z;
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fragColor = vec4(col.x, col.y, col.z, fragColor.w);
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}
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}
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}
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