three
Version:
JavaScript 3D library
103 lines (88 loc) • 3.04 kB
JavaScript
console.warn( "THREE.DigitalGlitch: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
/**
* 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
*/
THREE.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" )
};