#version 130 uniform sampler2D tex; uniform vec2 dir; uniform vec2 dir2; in vec2 uv; in vec2 uv_bis; in float camdist; out vec4 FragColor; const float maxlen = 0.02; void main() { float horiz = texture(tex, uv + dir).x; float vert = texture(tex, (uv.yx + dir2) * vec2(0.9)).x; vec2 offset = vec2(horiz, vert); offset *= 2.0; offset -= 1.0; // Fade according to distance to cam float fade = 1.0 - smoothstep(1.0, 100.0, camdist); // Fade according to distance from the edges const float mindist = 0.1; fade *= smoothstep(0.0, mindist, uv_bis.x) * smoothstep(0.0, mindist, uv_bis.y) * (1.0 - smoothstep(1.0 - mindist, 1.0, uv_bis.x)) * (1.0 - smoothstep(1.0 - mindist, 1.0, uv_bis.y)); offset *= 50.0 * fade * maxlen; vec4 col; col.r = step(offset.x, 0.0) * -offset.x; col.g = step(0.0, offset.x) * offset.x; col.b = step(offset.y, 0.0) * -offset.y; col.a = step(0.0, offset.y) * offset.y; FragColor = col; }