29 lines
601 B
GLSL
29 lines
601 B
GLSL
precision lowp float;
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uniform vec4 unicolor;
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#ifdef COLORED
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varying vec4 v_color;
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#endif
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#ifdef TEXTURED
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varying vec2 v_texcoord;
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uniform sampler2D mytexture;
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#endif
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#ifdef ABERRATION
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uniform vec4 aberration;
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#endif
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void main(void) {
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gl_FragColor = unicolor;
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#ifdef TEXTURED
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#ifdef ABERRATION
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vec4 c = texture2D(mytexture, v_texcoord);
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gl_FragColor *= vec4(texture2D(mytexture, v_texcoord + aberration.xy).r, c.g, texture2D(mytexture, v_texcoord + aberration.zw).b, c.a);
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#else
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gl_FragColor *= texture2D(mytexture, v_texcoord);
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#endif
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#endif
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#ifdef COLORED
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gl_FragColor *= v_color;
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#endif
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}
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