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ktongue/docker_container / simsite /frontend /node_modules /three-stdlib /shaders /DigitalGlitch.cjs
| ; | |
| Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" }); | |
| 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); | |
| } | |
| } | |
| ` | |
| ) | |
| }; | |
| exports.DigitalGlitch = DigitalGlitch; | |
| //# sourceMappingURL=DigitalGlitch.cjs.map | |
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