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- ( 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;
- } )();
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