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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
 
-  */
 
- const 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: /* glsl */`
 
- 		varying vec2 vUv;
 
- 		void main() {
 
- 			vUv = uv;
 
- 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
 
- 		}`,
 
- 	fragmentShader: /* glsl */`
 
- 		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);
 
- 			}
 
- 		}`
 
- };
 
- export { DigitalGlitch };
 
 
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