From 4cef68c818d5b63632dfd844bd823dec0d2ee8e0 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Moritz=20Br=C3=BCckner?= Date: Sat, 28 Nov 2020 23:13:32 +0100 Subject: [PATCH] Cleanup chromatic aberration shader --- .../chromatic_aberration_pass.frag.glsl | 20 +++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/Shaders/chromatic_aberration_pass/chromatic_aberration_pass.frag.glsl b/Shaders/chromatic_aberration_pass/chromatic_aberration_pass.frag.glsl index 5988645a..cefa05ea 100644 --- a/Shaders/chromatic_aberration_pass/chromatic_aberration_pass.frag.glsl +++ b/Shaders/chromatic_aberration_pass/chromatic_aberration_pass.frag.glsl @@ -45,13 +45,14 @@ void main() { int num_iter = compoChromaticSamples; #endif - float reci_num_iter_f = 1.0 / float(num_iter); - + // Spectral if (compoChromaticType == 1) { + float reci_num_iter_f = 1.0 / float(num_iter); + vec2 resolution = vec2(1,1); vec2 uv = (texCoord.xy/resolution.xy); vec4 sumcol = vec4(0.0); - vec4 sumw = vec4(0.0); + vec4 sumw = vec4(0.0); for (int i=0; i < num_iter; ++i) { float t = float(i) * reci_num_iter_f; @@ -59,17 +60,16 @@ void main() { sumw += w; sumcol += w * texture(tex, barrelDistortion(uv, 0.6 * max_distort * t)); } - - fragColor = sumcol / sumw; - - } else { + fragColor = sumcol / sumw; + } + + // Simple + else { vec3 col = vec3(0.0); col.x = texture(tex, texCoord + ((vec2(0.0, 1.0) * max_distort) / vec2(1000.0))).x; col.y = texture(tex, texCoord + ((vec2(-0.85, -0.5) * max_distort) / vec2(1000.0))).y; col.z = texture(tex, texCoord + ((vec2(0.85, -0.5) * max_distort) / vec2(1000.0))).z; fragColor = vec4(col.x, col.y, col.z, fragColor.w); - } - -} \ No newline at end of file +}