3 ms·
Yeah, we can do it in the shader by taking the UV texcoord, sampling the texture rgb, then using a collector, add the r, g, b values to the collector with the o
by reactordev 3y ago
Yeah, we can do it in the shader by taking the UV texcoord, sampling the texture rgb, then using a collector, add the r, g, b values to the collector with the offsets in uv's to return the pixel color. It's extremely easy to do in HLSL/GLSL/WGSL/SPIRV/Metal. It can even be controlled using a vector map for the offsets so you can tune it and vignette the chromatic aberration around the edges of the screen. Giving it that truly retro CRT arcade feel. The more the spherical projection, the more aberration.
https://lettier.github.io/3d-game-shaders-for-beginners/chromatic-aberration.html https://lettier.github.io/3d-game-shaders-for-beginners/chro...
- dylan604 3y agoThe first time I spoke with a 3D graphics type person that started to talk to me a video engineer type person about UV this UV that, I could not grok their use of the chroma channels needing coordinate position. Just another example of how terms get new definitions depending on the field using them. To this day, my default for UV is chroma related, not projection related, so I sometimes have to re-read something in the right context.