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- console.warn( "THREE.DigitalGlitch: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
- /**
- * 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
- */
- THREE.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" )
- };
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