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| /** | |
| * @author felixturner / http://airtight.cc/ | |
| * | |
| * 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 | |
| */ | |
| THREE.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: [ | |
| "varying vec2 vUv;", | |
| "void main() {", | |
| "vUv = uv;", | |
| "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", | |
| "}" | |
| ].join( "\n" ), | |
| fragmentShader: [ | |
| "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);", | |
| "}", | |
| "}" | |
| ].join( "\n" ) | |
| }; | |