#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; uniform int u_amount; uniform float u_shiftStrengths[128]; uniform float u_shiftOrigins[128]; uniform float u_shiftHeights[128]; uniform float u_channelShift; out vec4 out_color; void main() { float v = 0.0; for (int i = 0; i < u_amount; i++) { if (in_uv.y > (u_shiftOrigins[i] - u_shiftHeights[i]) && in_uv.y < (u_shiftOrigins[i] + u_shiftHeights[i])) { v += u_shiftStrengths[i]; } } float r = texture(in_texture, vec2(in_uv.x + (v * (1.0 + u_channelShift)), in_uv.y)).r; float g = texture(in_texture, vec2(in_uv.x + v, in_uv.y)).g; float b = texture(in_texture, vec2(in_uv.x + (v * (1.0 + (u_channelShift / 2.0))), in_uv.y)).b; float a = texture(in_texture, vec2(in_uv.x + v, in_uv.y)).a; out_color = vec4(r, g, b, a); }