/** * @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 */ var 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" ) }; export { DigitalGlitch };