| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130 | ( function () {	/** * 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);			}		}`	};	THREE.DigitalGlitch = DigitalGlitch;} )();
 |