Add Chromatic Aberration effect
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40
orx-fx/src/main/kotlin/color/ChromaticAberration.kt
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40
orx-fx/src/main/kotlin/color/ChromaticAberration.kt
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package org.openrndr.extra.fx.color
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import org.openrndr.draw.*
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import org.openrndr.extra.fx.filterFragmentCode
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import org.openrndr.math.Vector2
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import org.openrndr.resourceUrl
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class ChromaticAberration : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragmentCode("color/chromatic-aberration.frag"))){
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/**
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* aberration factor, default value is 1.0
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*/
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var aberrationFactor: Double by parameters
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init {
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aberrationFactor = 8.0
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}
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private var intermediate: ColorBuffer? = null
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override fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>) {
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intermediate?.let {
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if (it.width != target[0].width || it.height != target[0].height) {
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intermediate = null
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}
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}
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if (intermediate == null) {
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intermediate = colorBuffer(target[0].width, target[0].height, target[0].contentScale, target[0].format, target[0].type)
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}
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intermediate?.let {
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parameters["dimensions"] = Vector2(it.effectiveWidth.toDouble(), it.effectiveHeight.toDouble())
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super.apply(source, arrayOf(it))
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it.copyTo(target[0])
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}
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}
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}
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#version 330
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in vec2 v_texCoord0;
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uniform sampler2D tex0;
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uniform float aberrationFactor;
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uniform vec2 dimensions;
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out vec4 o_color;
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void main() {
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vec2 uv = v_texCoord0;
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float factor = (1.0 / dimensions.x) * aberrationFactor;
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vec4 tex = texture(tex0, uv);
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float r = texture(tex0, vec2(uv.x - factor, uv.y)).r;
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float g = tex.g;
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float b = texture(tex0, vec2(uv.x + factor, uv.y)).b;
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o_color = vec4(vec3(r, g, b), tex.a);
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}
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