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varying vec2 vUv;
uniform sampler2D tInput;
uniform vec2 delta;
uniform vec2 resolution;
void main() {
vec2 dir = vUv - vec2( .5 );
float d = .7 * length( dir );
normalize( dir );
vec2 value = d * dir * delta;
vec4 c1 = texture2D( tInput, vUv - value / resolution.x );
vec4 c2 = texture2D( tInput, vUv );
vec4 c3 = texture2D( tInput, vUv + value / resolution.y );
gl_FragColor = vec4( c1.r, c2.g, c3.b, c1.a + c2.a + c3.b );
}