"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n",
-"// written by Forest 'LordHavoc' Hale\n",
+"// written by Ashley Rose Hale (LadyHavoc)\n",
"// shadowmapping enhancements by Lee 'eihrul' Salzman\n",
"\n",
"#if defined(USESKELETAL) || defined(USEOCCLUDE)\n",
"\n",
"#ifdef VERTEX_SHADER\n",
"#ifdef USETRIPPY\n",
-"// LordHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n",
+"// LadyHavoc: based on shader code linked at: http://www.youtube.com/watch?v=JpksyojwqzE\n",
"// tweaked scale\n",
"uniform highp float ClientTime;\n",
"vec4 TrippyVertex(vec4 position)\n",
"uniform mediump vec4 UserVec2;\n",
"// uniform mediump vec4 UserVec3;\n",
"// uniform mediump vec4 UserVec4;\n",
+"uniform mediump float ColorFringe;\n",
"// uniform highp float ClientTime;\n",
"uniform mediump vec2 PixelSize;\n",
"\n",
"\n",
"void main(void)\n",
"{\n",
-" dp_FragColor = dp_texture2D(Texture_First, TexCoord1);\n",
+" float fringe = ColorFringe;//.0033f;\n",
+" float amount = distance(TexCoord1, vec2(.5f,.5f));\n",
+" vec2 offset = vec2(amount*fringe,amount*fringe);\n",
+" dp_FragColor.xy = texture(Texture_First, TexCoord1-offset).xy;\n",
+" dp_FragColor.z = texture(Texture_First, TexCoord1+offset).z;\n",
"\n",
"#ifdef USEFXAA\n",
" dp_FragColor = fxaa(dp_FragColor, 8.0); // 8.0 can be changed for larger span\n",