/* Prisma - aberration.glsl
Color aberration effect.
*/

vec3 color_aberration() {
    vec2 offset = texcoord - 0.5;

    offset *= vec2(0.125) * CHROMA_ABER_STRENGTH;

    vec3 aberratedColor = vec3(0.0);

    aberratedColor.r = texture2DLod(colortex1, texcoord - offset, 0.0).r;
    aberratedColor.g = texture2DLod(colortex1, texcoord - (offset * 0.5), 0.0).g;
    aberratedColor.b = texture2DLod(colortex1, texcoord, 0.0).b;

    return aberratedColor;
}
