Added notes about chromatic aberration
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@ -56,4 +56,14 @@ void main()
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//tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));
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//tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));
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finalColor = texture2D(texture0, tc);
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finalColor = texture2D(texture0, tc);
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}
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}
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/*
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// Chromatic aberration is caused when a lens can't focus every color to the same focal point.
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// A simple way to fake this effect, and render it as a quick full-screen post-process,
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// is to apply an offset to each color channel in a fragment shader.
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vec4 rValue = texture2D(texture0, fragTexCoord - rOffset);
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vec4 gValue = texture2D(texture0, fragTexCoord - gOffset);
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vec4 bValue = texture2D(texture0, fragTexCoord - bOffset);
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finalColor = vec4(rValue.r, gValue.g, bValue.b, 1.0);
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*/
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}
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}
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