DigitalGlitch.js 2.6 KB

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  1. ( function () {
  2. /**
  3. * RGB Shift Shader
  4. * Shifts red and blue channels from center in opposite directions
  5. * Ported from http://kriss.cx/tom/2009/05/rgb-shift/
  6. * by Tom Butterworth / http://kriss.cx/tom/
  7. *
  8. * amount: shift distance (1 is width of input)
  9. * angle: shift angle in radians
  10. */
  11. const DigitalGlitch = {
  12. uniforms: {
  13. 'tDiffuse': {
  14. value: null
  15. },
  16. //diffuse texture
  17. 'tDisp': {
  18. value: null
  19. },
  20. //displacement texture for digital glitch squares
  21. 'byp': {
  22. value: 0
  23. },
  24. //apply the glitch ?
  25. 'amount': {
  26. value: 0.08
  27. },
  28. 'angle': {
  29. value: 0.02
  30. },
  31. 'seed': {
  32. value: 0.02
  33. },
  34. 'seed_x': {
  35. value: 0.02
  36. },
  37. //-1,1
  38. 'seed_y': {
  39. value: 0.02
  40. },
  41. //-1,1
  42. 'distortion_x': {
  43. value: 0.5
  44. },
  45. 'distortion_y': {
  46. value: 0.6
  47. },
  48. 'col_s': {
  49. value: 0.05
  50. }
  51. },
  52. vertexShader: `varying vec2 vUv;
  53. void main() {
  54. vUv = uv;
  55. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  56. }`,
  57. fragmentShader: `uniform int byp; //should we apply the glitch ?
  58. uniform sampler2D tDiffuse;
  59. uniform sampler2D tDisp;
  60. uniform float amount;
  61. uniform float angle;
  62. uniform float seed;
  63. uniform float seed_x;
  64. uniform float seed_y;
  65. uniform float distortion_x;
  66. uniform float distortion_y;
  67. uniform float col_s;
  68. varying vec2 vUv;
  69. float rand(vec2 co){
  70. return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
  71. }
  72. void main() {
  73. if(byp<1) {
  74. vec2 p = vUv;
  75. float xs = floor(gl_FragCoord.x / 0.5);
  76. float ys = floor(gl_FragCoord.y / 0.5);
  77. //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
  78. vec4 normal = texture2D (tDisp, p*seed*seed);
  79. if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {
  80. if(seed_x>0.){
  81. p.y = 1. - (p.y + distortion_y);
  82. }
  83. else {
  84. p.y = distortion_y;
  85. }
  86. }
  87. if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {
  88. if(seed_y>0.){
  89. p.x=distortion_x;
  90. }
  91. else {
  92. p.x = 1. - (p.x + distortion_x);
  93. }
  94. }
  95. p.x+=normal.x*seed_x*(seed/5.);
  96. p.y+=normal.y*seed_y*(seed/5.);
  97. //base from RGB shift shader
  98. vec2 offset = amount * vec2( cos(angle), sin(angle));
  99. vec4 cr = texture2D(tDiffuse, p + offset);
  100. vec4 cga = texture2D(tDiffuse, p);
  101. vec4 cb = texture2D(tDiffuse, p - offset);
  102. gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);
  103. //add noise
  104. vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);
  105. gl_FragColor = gl_FragColor+ snow;
  106. }
  107. else {
  108. gl_FragColor=texture2D (tDiffuse, vUv);
  109. }
  110. }`
  111. };
  112. THREE.DigitalGlitch = DigitalGlitch;
  113. } )();