DigitalGlitch.js 2.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103
  1. /**
  2. * RGB Shift Shader
  3. * Shifts red and blue channels from center in opposite directions
  4. * Ported from http://kriss.cx/tom/2009/05/rgb-shift/
  5. * by Tom Butterworth / http://kriss.cx/tom/
  6. *
  7. * amount: shift distance (1 is width of input)
  8. * angle: shift angle in radians
  9. */
  10. var DigitalGlitch = {
  11. uniforms: {
  12. 'tDiffuse': { value: null }, //diffuse texture
  13. 'tDisp': { value: null }, //displacement texture for digital glitch squares
  14. 'byp': { value: 0 }, //apply the glitch ?
  15. 'amount': { value: 0.08 },
  16. 'angle': { value: 0.02 },
  17. 'seed': { value: 0.02 },
  18. 'seed_x': { value: 0.02 }, //-1,1
  19. 'seed_y': { value: 0.02 }, //-1,1
  20. 'distortion_x': { value: 0.5 },
  21. 'distortion_y': { value: 0.6 },
  22. 'col_s': { value: 0.05 }
  23. },
  24. vertexShader: [
  25. 'varying vec2 vUv;',
  26. 'void main() {',
  27. ' vUv = uv;',
  28. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  29. '}'
  30. ].join( '\n' ),
  31. fragmentShader: [
  32. 'uniform int byp;', //should we apply the glitch ?
  33. 'uniform sampler2D tDiffuse;',
  34. 'uniform sampler2D tDisp;',
  35. 'uniform float amount;',
  36. 'uniform float angle;',
  37. 'uniform float seed;',
  38. 'uniform float seed_x;',
  39. 'uniform float seed_y;',
  40. 'uniform float distortion_x;',
  41. 'uniform float distortion_y;',
  42. 'uniform float col_s;',
  43. 'varying vec2 vUv;',
  44. 'float rand(vec2 co){',
  45. ' return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);',
  46. '}',
  47. 'void main() {',
  48. ' if(byp<1) {',
  49. ' vec2 p = vUv;',
  50. ' float xs = floor(gl_FragCoord.x / 0.5);',
  51. ' float ys = floor(gl_FragCoord.y / 0.5);',
  52. //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
  53. ' vec4 normal = texture2D (tDisp, p*seed*seed);',
  54. ' if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {',
  55. ' if(seed_x>0.){',
  56. ' p.y = 1. - (p.y + distortion_y);',
  57. ' }',
  58. ' else {',
  59. ' p.y = distortion_y;',
  60. ' }',
  61. ' }',
  62. ' if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {',
  63. ' if(seed_y>0.){',
  64. ' p.x=distortion_x;',
  65. ' }',
  66. ' else {',
  67. ' p.x = 1. - (p.x + distortion_x);',
  68. ' }',
  69. ' }',
  70. ' p.x+=normal.x*seed_x*(seed/5.);',
  71. ' p.y+=normal.y*seed_y*(seed/5.);',
  72. //base from RGB shift shader
  73. ' vec2 offset = amount * vec2( cos(angle), sin(angle));',
  74. ' vec4 cr = texture2D(tDiffuse, p + offset);',
  75. ' vec4 cga = texture2D(tDiffuse, p);',
  76. ' vec4 cb = texture2D(tDiffuse, p - offset);',
  77. ' gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);',
  78. //add noise
  79. ' vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);',
  80. ' gl_FragColor = gl_FragColor+ snow;',
  81. ' }',
  82. ' else {',
  83. ' gl_FragColor=texture2D (tDiffuse, vUv);',
  84. ' }',
  85. '}'
  86. ].join( '\n' )
  87. };
  88. export { DigitalGlitch };