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const RGBShiftShader = {
uniforms: {
tDiffuse: { value: null },
amount: { value: 5e-3 },
angle: { value: 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
};
//# sourceMappingURL=RGBShiftShader.js.map

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829 Bytes
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5f166251e85196c1092349cf48171b24d9a946fbc8adc3a4e77d61d5e5aa4fd3

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