Comments on: (Shader Library) Chromatic Aberration Demo (GLSL) https://www.geeks3d.com/20101008/shader-library-chromatic-aberration-demo-glsl/ Graphics Cards and GPUs News, Graphics Programming, Home of FurMark Fri, 24 Nov 2017 15:08:23 +0000 hourly 1 https://wordpress.org/?v=6.7.1 By: Rich https://www.geeks3d.com/20101008/shader-library-chromatic-aberration-demo-glsl/#comment-26090 Mon, 05 Nov 2012 15:23:15 +0000 http://www.geeks3d.com/?p=7414#comment-26090 Shouldn’t the fresnel be saturate’d before being used in mix ?

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By: auld https://www.geeks3d.com/20101008/shader-library-chromatic-aberration-demo-glsl/#comment-14658 Tue, 12 Oct 2010 10:35:45 +0000 http://www.geeks3d.com/?p=7414#comment-14658 Nice shader – thanks!

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By: Matumbo https://www.geeks3d.com/20101008/shader-library-chromatic-aberration-demo-glsl/#comment-14632 Mon, 11 Oct 2010 07:32:28 +0000 http://www.geeks3d.com/?p=7414#comment-14632 You could probably compute the wavelength of the input color, and have a different ior for a few ranges of wavelength.

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By: Daniel Rákos https://www.geeks3d.com/20101008/shader-library-chromatic-aberration-demo-glsl/#comment-14627 Sun, 10 Oct 2010 10:33:12 +0000 http://www.geeks3d.com/?p=7414#comment-14627 Very nice demo! As I see now you only split up the color components.
Of course this is the fastest method but isn’t it possible to have a kind of linear color range that can be split up to make it even look more natural?

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By: JeGX https://www.geeks3d.com/20101008/shader-library-chromatic-aberration-demo-glsl/#comment-14625 Sun, 10 Oct 2010 09:25:13 +0000 http://www.geeks3d.com/?p=7414#comment-14625 This shader comes from an old demo that’s why there’s this hand coded refract func. But you’re right, built-in refract() works as well, and it works fine.

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By: jammer https://www.geeks3d.com/20101008/shader-library-chromatic-aberration-demo-glsl/#comment-14619 Sat, 09 Oct 2010 09:45:12 +0000 http://www.geeks3d.com/?p=7414#comment-14619 Wouldn’t be faster to use built-in refract() function? It surely computes the same and I think it works on both nVidia and ATI hardware.

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