( function () { /** * 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); } }` }; THREE.DigitalGlitch = DigitalGlitch; } )();