#version 450 /* Copyright (c) 2024, Arm Limited and Contributors * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ precision highp float; layout(set = 0, binding = 1) uniform sampler2D color_sampler; layout(location = 0) in vec2 in_uv; layout(location = 0) out vec4 o_color; layout(set = 0, binding = 0) uniform PostprocessingUniform { float sin_elapsed_time; } postprocessing_uniform; #define SCALE 0.002 #define RED_OFFSET 3 #define GREEN_OFFSET -1 #define BLUE_OFFSET 2 void main(void) { o_color = vec4(1.0); const vec2 center_coord = vec2(0.5); const vec2 direction = (in_uv - center_coord) * postprocessing_uniform.sin_elapsed_time * SCALE; o_color.r = texture(color_sampler, in_uv - (direction * vec2(RED_OFFSET))).r; o_color.g = texture(color_sampler, in_uv - (direction * vec2(GREEN_OFFSET))).g; o_color.b = texture(color_sampler, in_uv - (direction * vec2(BLUE_OFFSET))).b; }