summaryrefslogtreecommitdiff
path: root/packages/frontend/src/utility/image-effector/fxs/chromaticAberration.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'packages/frontend/src/utility/image-effector/fxs/chromaticAberration.glsl')
-rw-r--r--packages/frontend/src/utility/image-effector/fxs/chromaticAberration.glsl49
1 files changed, 0 insertions, 49 deletions
diff --git a/packages/frontend/src/utility/image-effector/fxs/chromaticAberration.glsl b/packages/frontend/src/utility/image-effector/fxs/chromaticAberration.glsl
deleted file mode 100644
index 60bb4f5318..0000000000
--- a/packages/frontend/src/utility/image-effector/fxs/chromaticAberration.glsl
+++ /dev/null
@@ -1,49 +0,0 @@
-#version 300 es
-precision mediump float;
-
-/*
- * SPDX-FileCopyrightText: syuilo and misskey-project
- * SPDX-License-Identifier: AGPL-3.0-only
- */
-
-in vec2 in_uv;
-uniform sampler2D in_texture;
-uniform vec2 in_resolution;
-out vec4 out_color;
-uniform float u_amount;
-uniform float u_start;
-uniform bool u_normalize;
-
-void main() {
- int samples = 64;
- float r_strength = 1.0;
- float g_strength = 1.5;
- float b_strength = 2.0;
-
- vec2 size = vec2(in_resolution.x, in_resolution.y);
-
- vec4 accumulator = vec4(0.0);
- float normalisedValue = length((in_uv - 0.5) * 2.0);
- float strength = clamp((normalisedValue - u_start) * (1.0 / (1.0 - u_start)), 0.0, 1.0);
-
- vec2 vector = (u_normalize ? normalize(in_uv - vec2(0.5)) : in_uv - vec2(0.5));
- vec2 velocity = vector * strength * u_amount;
-
- vec2 rOffset = -vector * strength * (u_amount * r_strength);
- vec2 gOffset = -vector * strength * (u_amount * g_strength);
- vec2 bOffset = -vector * strength * (u_amount * b_strength);
-
- for (int i = 0; i < samples; i++) {
- accumulator.r += texture(in_texture, in_uv + rOffset).r;
- rOffset -= velocity / float(samples);
-
- accumulator.g += texture(in_texture, in_uv + gOffset).g;
- gOffset -= velocity / float(samples);
-
- accumulator.b += texture(in_texture, in_uv + bOffset).b;
- bOffset -= velocity / float(samples);
- }
-
- out_color = vec4(vec3(accumulator / float(samples)), 1.0);
-}
-