/** * @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 */ THREE.DigitalGlitch = { uniforms: { "tDiffuse": { type: "t", value: null },//diffuse texture "tDisp": { type: "t", value: null },//displacement texture for digital glitch squares "byp": { type: "i", value: 0 },//apply the glitch ? "amount": { type: "f", value: 0.08 }, "angle": { type: "f", value: 0.02 }, "seed": { type: "f", value: 0.02 }, "seed_x": { type: "f", value: 0.02 },//-1,1 "seed_y": { type: "f", value: 0.02 },//-1,1 "distortion_x": { type: "f", value: 0.5 }, "distortion_y": { type: "f", value: 0.6 }, "col_s": { type: "f", 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.ydistortion_x-col_s*seed) {", "if(seed_x>0.){", "p.y = 1. - (p.y + distortion_y);", "}", "else {", "p.y = distortion_y;", "}", "}", "if(p.xdistortion_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") };