DigitalGlitch.js 2.7 KB

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  1. ( function () {
  2. /**
  3. * RGB Shift Shader
  4. * Shifts red and blue channels from center in opposite directions
  5. * Ported from http://kriss.cx/tom/2009/05/rgb-shift/
  6. * by Tom Butterworth / http://kriss.cx/tom/
  7. *
  8. * amount: shift distance (1 is width of input)
  9. * angle: shift angle in radians
  10. */
  11. const DigitalGlitch = {
  12. uniforms: {
  13. 'tDiffuse': {
  14. value: null
  15. },
  16. //diffuse texture
  17. 'tDisp': {
  18. value: null
  19. },
  20. //displacement texture for digital glitch squares
  21. 'byp': {
  22. value: 0
  23. },
  24. //apply the glitch ?
  25. 'amount': {
  26. value: 0.08
  27. },
  28. 'angle': {
  29. value: 0.02
  30. },
  31. 'seed': {
  32. value: 0.02
  33. },
  34. 'seed_x': {
  35. value: 0.02
  36. },
  37. //-1,1
  38. 'seed_y': {
  39. value: 0.02
  40. },
  41. //-1,1
  42. 'distortion_x': {
  43. value: 0.5
  44. },
  45. 'distortion_y': {
  46. value: 0.6
  47. },
  48. 'col_s': {
  49. value: 0.05
  50. }
  51. },
  52. vertexShader:
  53. /* glsl */
  54. `
  55. varying vec2 vUv;
  56. void main() {
  57. vUv = uv;
  58. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  59. }`,
  60. fragmentShader:
  61. /* glsl */
  62. `
  63. uniform int byp; //should we apply the glitch ?
  64. uniform sampler2D tDiffuse;
  65. uniform sampler2D tDisp;
  66. uniform float amount;
  67. uniform float angle;
  68. uniform float seed;
  69. uniform float seed_x;
  70. uniform float seed_y;
  71. uniform float distortion_x;
  72. uniform float distortion_y;
  73. uniform float col_s;
  74. varying vec2 vUv;
  75. float rand(vec2 co){
  76. return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
  77. }
  78. void main() {
  79. if(byp<1) {
  80. vec2 p = vUv;
  81. float xs = floor(gl_FragCoord.x / 0.5);
  82. float ys = floor(gl_FragCoord.y / 0.5);
  83. //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
  84. vec4 normal = texture2D (tDisp, p*seed*seed);
  85. if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {
  86. if(seed_x>0.){
  87. p.y = 1. - (p.y + distortion_y);
  88. }
  89. else {
  90. p.y = distortion_y;
  91. }
  92. }
  93. if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {
  94. if(seed_y>0.){
  95. p.x=distortion_x;
  96. }
  97. else {
  98. p.x = 1. - (p.x + distortion_x);
  99. }
  100. }
  101. p.x+=normal.x*seed_x*(seed/5.);
  102. p.y+=normal.y*seed_y*(seed/5.);
  103. //base from RGB shift shader
  104. vec2 offset = amount * vec2( cos(angle), sin(angle));
  105. vec4 cr = texture2D(tDiffuse, p + offset);
  106. vec4 cga = texture2D(tDiffuse, p);
  107. vec4 cb = texture2D(tDiffuse, p - offset);
  108. gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);
  109. //add noise
  110. vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);
  111. gl_FragColor = gl_FragColor+ snow;
  112. }
  113. else {
  114. gl_FragColor=texture2D (tDiffuse, vUv);
  115. }
  116. }`
  117. };
  118. THREE.DigitalGlitch = DigitalGlitch;
  119. } )();