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