Blacksite/assets/post_fx/chromatic_aberration.wgsl
Rbanh f29712d158
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Initial project import
2026-06-05 21:44:45 -04:00

21 lines
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WebGPU Shading Language

#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput
struct ChromaticSettings {
intensity: f32,
radius: f32,
}
@group(0) @binding(2) var<uniform> settings: ChromaticSettings;
@group(0) @binding(0) var screen_texture: texture_2d<f32>;
@group(0) @binding(1) var texture_sampler: sampler;
@fragment
fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4<f32> {
let offset = settings.intensity * 0.004;
let r = textureSample(screen_texture, texture_sampler, in.uv + vec2<f32>(offset, 0.0)).r;
let g = textureSample(screen_texture, texture_sampler, in.uv).g;
let b = textureSample(screen_texture, texture_sampler, in.uv - vec2<f32>(offset, 0.0)).b;
let a = textureSample(screen_texture, texture_sampler, in.uv).a;
return vec4<f32>(r, g, b, a);
}