添加关照、全局等高线、修改图层问题
This commit is contained in:
101
static/sdk/three/jsm/shaders/DigitalGlitch.js
Normal file
101
static/sdk/three/jsm/shaders/DigitalGlitch.js
Normal file
@ -0,0 +1,101 @@
|
||||
/**
|
||||
* 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 };
|
Reference in New Issue
Block a user