( function () { /** * RGB Shift Shader * Shifts red and blue channels from center in opposite directions * Ported from http://kriss.cx/tom/2009/05/rgb-shift/ * by Tom Butterworth / http://kriss.cx/tom/ * * amount: shift distance (1 is width of input) * angle: shift angle in radians */ const RGBShiftShader = { uniforms: { 'tDiffuse': { value: null }, 'amount': { value: 0.005 }, 'angle': { value: 0.0 } }, 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); }` }; THREE.RGBShiftShader = RGBShiftShader; } )();