BLOBBO/node_modules/three/examples/jsm/shaders/RGBShiftShader.js
type-two 969f602dd4 Foundation: vite+ts+three+rapier scaffold, frozen contracts, lane docs A-E
Fixed-step world runtime, event bus wire protocol between lanes, integration
seam (game.ts) with placeholder ball. Lanes A/B/C own disjoint dirs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 19:55:43 +10:00

55 lines
1.1 KiB
JavaScript

/**
* RGB Shift Shader
* Shifts red and blue channels from center in opposite directions
* Ported from https://web.archive.org/web/20090820185047/http://kriss.cx/tom/2009/05/rgb-shift/
* by Tom Butterworth / https://web.archive.org/web/20090810054752/http://kriss.cx/tom/
*
* amount: shift distance (1 is width of input)
* angle: shift angle in radians
*/
const RGBShiftShader = {
name: 'RGBShiftShader',
uniforms: {
'tDiffuse': { value: null },
'amount': { value: 0.005 },
'angle': { value: 0.0 }
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
uniform sampler2D tDiffuse;
uniform float amount;
uniform float angle;
varying vec2 vUv;
void main() {
vec2 offset = amount * vec2( cos(angle), sin(angle));
vec4 cr = texture2D(tDiffuse, vUv + offset);
vec4 cga = texture2D(tDiffuse, vUv);
vec4 cb = texture2D(tDiffuse, vUv - offset);
gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);
}`
};
export { RGBShiftShader };