2026-01-31 18:35:26 +01:00

32 lines
807 B
GLSL

#version 330
uniform sampler2D texture0;
uniform vec2 resolution;
uniform float time;
in vec2 fragTexCoord;
out vec4 fragColor;
void main() {
vec2 uv = fragTexCoord;
// // Subtle horizontal distortion (small, smooth)
// float wave = 0.003 * sin(uv.y * 80.0 + time * 2.0);
// uv.x += wave;
//
// // Very light vertical distortion
// uv.y += 0.002 * sin(uv.x * 50.0 + time * 2.5);
// RGB slight chromatic aberration
float r = texture(texture0, uv + vec2(0.0015, 0.0)).r;
float g = texture(texture0, uv).g;
float b = texture(texture0, uv - vec2(0.0015, 0.0)).b;
vec3 color = vec3(r, g, b);
// Very light scanlines
float scanline = 0.96 + 0.04 * sin(uv.y * resolution.y * 2.5);
fragColor = vec4(color * scanline, 1.0);
}