102 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			102 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| /**
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|  * RGB Shift Shader
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|  * Shifts red and blue channels from center in opposite directions
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|  * Ported from http://kriss.cx/tom/2009/05/rgb-shift/
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|  * by Tom Butterworth / http://kriss.cx/tom/
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|  *
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|  * amount: shift distance (1 is width of input)
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|  * angle: shift angle in radians
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|  */
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| 
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| const DigitalGlitch = {
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| 
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| 	uniforms: {
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| 
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| 		'tDiffuse': { value: null }, //diffuse texture
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| 		'tDisp': { value: null }, //displacement texture for digital glitch squares
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| 		'byp': { value: 0 }, //apply the glitch ?
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| 		'amount': { value: 0.08 },
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| 		'angle': { value: 0.02 },
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| 		'seed': { value: 0.02 },
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| 		'seed_x': { value: 0.02 }, //-1,1
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| 		'seed_y': { value: 0.02 }, //-1,1
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| 		'distortion_x': { value: 0.5 },
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| 		'distortion_y': { value: 0.6 },
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| 		'col_s': { value: 0.05 }
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| 	},
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| 
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| 	vertexShader: /* glsl */`
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| 
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| 		varying vec2 vUv;
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| 		void main() {
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| 			vUv = uv;
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| 			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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| 		}`,
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| 
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| 	fragmentShader: /* glsl */`
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| 
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| 		uniform int byp; //should we apply the glitch ?
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| 
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| 		uniform sampler2D tDiffuse;
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| 		uniform sampler2D tDisp;
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| 
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| 		uniform float amount;
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| 		uniform float angle;
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| 		uniform float seed;
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| 		uniform float seed_x;
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| 		uniform float seed_y;
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| 		uniform float distortion_x;
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| 		uniform float distortion_y;
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| 		uniform float col_s;
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| 
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| 		varying vec2 vUv;
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| 
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| 
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| 		float rand(vec2 co){
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| 			return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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| 		}
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| 
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| 		void main() {
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| 			if(byp<1) {
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| 				vec2 p = vUv;
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| 				float xs = floor(gl_FragCoord.x / 0.5);
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| 				float ys = floor(gl_FragCoord.y / 0.5);
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| 				//based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
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| 				float disp = texture2D(tDisp, p*seed*seed).r;
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| 				if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {
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| 					if(seed_x>0.){
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| 						p.y = 1. - (p.y + distortion_y);
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| 					}
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| 					else {
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| 						p.y = distortion_y;
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| 					}
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| 				}
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| 				if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {
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| 					if(seed_y>0.){
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| 						p.x=distortion_x;
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| 					}
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| 					else {
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| 						p.x = 1. - (p.x + distortion_x);
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| 					}
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| 				}
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| 				p.x+=disp*seed_x*(seed/5.);
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| 				p.y+=disp*seed_y*(seed/5.);
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| 				//base from RGB shift shader
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| 				vec2 offset = amount * vec2( cos(angle), sin(angle));
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| 				vec4 cr = texture2D(tDiffuse, p + offset);
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| 				vec4 cga = texture2D(tDiffuse, p);
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| 				vec4 cb = texture2D(tDiffuse, p - offset);
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| 				gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);
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| 				//add noise
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| 				vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);
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| 				gl_FragColor = gl_FragColor+ snow;
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| 			}
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| 			else {
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| 				gl_FragColor=texture2D (tDiffuse, vUv);
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| 			}
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| 		}`
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| 
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| };
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| 
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| export { DigitalGlitch };
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