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HuangJiPC / public / static / three / examples / js / shaders / DigitalGlitch.js
@zhangdeliang zhangdeliang on 21 Jun 2 KB update
( 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;

} )();