packages/miew/src/gfx/shaders/ScreenQuadFromDistortionTex.frag
precision highp float;
varying vec2 vUv;
uniform sampler2D srcTex;
uniform vec3 aberration;
void main() {
vec2 uv = vUv * 2.0 - 1.0;
gl_FragColor.r = texture2D(srcTex, 0.5 * (uv * aberration[0] + 1.0)).r;
gl_FragColor.g = texture2D(srcTex, 0.5 * (uv * aberration[1] + 1.0)).g;
gl_FragColor.b = texture2D(srcTex, 0.5 * (uv * aberration[2] + 1.0)).b;
gl_FragColor.a = 1.0;
}