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ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /shaders /DigitalGlitch.js
| /** | |
| * 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 | |
| float disp = texture2D(tDisp, p*seed*seed).r; | |
| 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+=disp*seed_x*(seed/5.); | |
| p.y+=disp*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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