| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
|
|
| THREE.DigitalGlitch = { |
|
|
| uniforms: { |
|
|
| "tDiffuse": { value: null }, |
| "tDisp": { value: null }, |
| "byp": { value: 0 }, |
| "amount": { value: 0.08 }, |
| "angle": { value: 0.02 }, |
| "seed": { value: 0.02 }, |
| "seed_x": { value: 0.02 }, |
| "seed_y": { value: 0.02 }, |
| "distortion_x": { value: 0.5 }, |
| "distortion_y": { value: 0.6 }, |
| "col_s": { value: 0.05 } |
| }, |
|
|
| vertexShader: [ |
|
|
| "varying vec2 vUv;", |
| "void main() {", |
| "vUv = uv;", |
| "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", |
| "}" |
| ].join( "\n" ), |
|
|
| fragmentShader: [ |
| "uniform int byp;", |
| |
| "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);", |
| |
| "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.);", |
| |
| "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);", |
| |
| "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);", |
| "}", |
| "}" |
|
|
| ].join( "\n" ) |
|
|
| }; |
|
|