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- /**
- * 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' )
- };
- export { DigitalGlitch };
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