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@@ -0,0 +1,103 @@
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+/**
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+ * @author felixturner / http://airtight.cc/
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+ *
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+ * RGB Shift Shader
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+ * Shifts red and blue channels from center in opposite directions
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+ * Ported from http://kriss.cx/tom/2009/05/rgb-shift/
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+ * by Tom Butterworth / http://kriss.cx/tom/
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+ *
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+ * amount: shift distance (1 is width of input)
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+ * angle: shift angle in radians
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+ */
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+
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+THREE.DigitalGlitch = {
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+
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+ uniforms: {
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+
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+ "tDiffuse": { type: "t", value: null },//diffuse texture
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+ "tDisp": { type: "t", value: null },//displacement texture for digital glitch squares
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+ "byp": { type: "i", value: 0 },//apply the glitch ?
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+ "amount": { type: "f", value: 0.08 },
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+ "angle": { type: "f", value: 0.02 },
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+ "seed": { type: "f", value: 0.02 },
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+ "seed_x": { type: "f", value: 0.02 },//-1,1
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+ "seed_y": { type: "f", value: 0.02 },//-1,1
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+ "distortion_x": { type: "f", value: 0.5 },
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+ "distortion_y": { type: "f", value: 0.6 },
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+ "col_s": { type: "f", value: 0.05 }
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+ },
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+
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+ vertexShader: [
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+
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+ "varying vec2 vUv;",
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+ "void main() {",
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+ "vUv = uv;",
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+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
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+ "}"
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+ ].join("\n"),
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+
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+ fragmentShader: [
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+ "uniform int byp;",//should we apply the glitch ?
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+
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+ "uniform sampler2D tDiffuse;",
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+ "uniform sampler2D tDisp;",
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+
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+ "uniform float amount;",
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+ "uniform float angle;",
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+ "uniform float seed;",
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+ "uniform float seed_x;",
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+ "uniform float seed_y;",
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+ "uniform float distortion_x;",
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+ "uniform float distortion_y;",
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+ "uniform float col_s;",
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+
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+ "varying vec2 vUv;",
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+
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+
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+ "float rand(vec2 co){",
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+ "return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);",
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+ "}",
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+
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+ "void main() {",
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+ "if(byp<1) {",
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+ "vec2 p = vUv;",
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+ "float xs = floor(gl_FragCoord.x / 0.5);",
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+ "float ys = floor(gl_FragCoord.y / 0.5);",
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+ //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
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+ "vec4 normal = texture2D (tDisp, p*seed*seed);",
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+ "if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {",
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+ "if(seed_x>0.){",
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+ "p.y = 1. - (p.y + distortion_y);",
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+ "}",
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+ "else {",
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+ "p.y = distortion_y;",
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+ "}",
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+ "}",
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+ "if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {",
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+ "if(seed_y>0.){",
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+ "p.x=distortion_x;",
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+ "}",
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+ "else {",
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+ "p.x = 1. - (p.x + distortion_x);",
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+ "}",
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+ "}",
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+ "p.x+=normal.x*seed_x*(seed/5.);",
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+ "p.y+=normal.y*seed_y*(seed/5.);",
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+ //base from RGB shift shader
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+ "vec2 offset = amount * vec2( cos(angle), sin(angle));",
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+ "vec4 cr = texture2D(tDiffuse, p + offset);",
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+ "vec4 cga = texture2D(tDiffuse, p);",
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+ "vec4 cb = texture2D(tDiffuse, p - offset);",
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+ "gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);",
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+ //add noise
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+ "vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);",
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+ "gl_FragColor = gl_FragColor+ snow;",
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+ "}",
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+ "else {",
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+ "gl_FragColor=texture2D (tDiffuse, vUv);",
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+ "}",
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+ "}"
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+
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+ ].join("\n")
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+
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+};
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