Chromatic Aberration
code:ca.glsl
vec3 pcol = vec3(
texture(back,uv+length(uv*a)*aa).r,
texture(back,uv+length(uv*b)*bb).g,
texture(back,uv-length(uv*c)*cc).b
);
code:ca.glsl
ivec2 gl=vec2(gl_FragCoord.xy);
ivec2 off = ivec2(5);
vec3 pcol = vec3(
texelFetch(texPreviousFrame,gl+off,0).r,
texelFetch(texPreviousFrame,gl-off,0).g,
texelFetch(texPreviousFrame,gl-off,0).b
);