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@marcouberti
Created December 11, 2020 14:32
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KodeLife basic RGB glitch shader
#version 150
uniform float time;
uniform vec2 resolution;
uniform vec2 mouse;
uniform vec3 spectrum;
uniform sampler2D texture0;
out vec4 fragColor;
void main(void)
{
vec2 uv = gl_FragCoord.xy / resolution;
// displacement
vec2 d = vec2(sin(spectrum.y)*0.5, 0);
// texture + displacement
vec3 r = texture(texture0, (uv + d)).rgb;
vec3 g = texture(texture0, uv + d*2.0).rgb;
vec3 b = texture(texture0, uv + d*3.0).rgb;
// rgb glitch
vec3 glitch = vec3(r.r, g.g, b.b);
fragColor = vec4(glitch, 1);
}
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