swwmgz_m/shaders/pp/Ghostscreen.fp

14 lines
327 B
GLSL

// ghost artifact refraction bubble
void main()
{
vec2 uv = TexCoord;
vec3 col = texture(InputTexture,uv).rgb;
float p = distance(uv,vec2(.5))/sqrt(2.);
for ( float i=0.; i<4.; i+=1. )
{
vec2 suv = (.5-uv)*(1.-i*p*p)+.5;
col += texture(InputTexture,suv).rgb*pow(p,2.)*vec3(.6,.8,1.3);
}
FragColor = vec4(col,1.);
}