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127 lines
2.7 KiB
127 lines
2.7 KiB
( function () {
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/**
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* RGB Shift Shader
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* Shifts red and blue channels from center in opposite directions
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* Ported from http://kriss.cx/tom/2009/05/rgb-shift/
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* by Tom Butterworth / http://kriss.cx/tom/
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*
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* amount: shift distance (1 is width of input)
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* angle: shift angle in radians
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*/
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const DigitalGlitch = {
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uniforms: {
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'tDiffuse': {
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value: null
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},
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//diffuse texture
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'tDisp': {
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value: null
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},
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//displacement texture for digital glitch squares
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'byp': {
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value: 0
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},
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//apply the glitch ?
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'amount': {
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value: 0.08
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},
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'angle': {
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value: 0.02
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},
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'seed': {
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value: 0.02
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},
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'seed_x': {
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value: 0.02
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},
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//-1,1
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'seed_y': {
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value: 0.02
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},
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//-1,1
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'distortion_x': {
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value: 0.5
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},
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'distortion_y': {
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value: 0.6
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},
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'col_s': {
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value: 0.05
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}
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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uniform int byp; //should we apply the glitch ?
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uniform sampler2D tDiffuse;
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uniform sampler2D tDisp;
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uniform float amount;
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uniform float angle;
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uniform float seed;
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uniform float seed_x;
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uniform float seed_y;
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uniform float distortion_x;
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uniform float distortion_y;
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uniform float col_s;
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varying vec2 vUv;
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float rand(vec2 co){
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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void main() {
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if(byp<1) {
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vec2 p = vUv;
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float xs = floor(gl_FragCoord.x / 0.5);
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float ys = floor(gl_FragCoord.y / 0.5);
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//based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
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float disp = texture2D(tDisp, p*seed*seed).r;
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if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {
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if(seed_x>0.){
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p.y = 1. - (p.y + distortion_y);
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}
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else {
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p.y = distortion_y;
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}
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}
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if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {
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if(seed_y>0.){
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p.x=distortion_x;
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}
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else {
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p.x = 1. - (p.x + distortion_x);
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}
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}
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p.x+=disp*seed_x*(seed/5.);
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p.y+=disp*seed_y*(seed/5.);
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//base from RGB shift shader
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vec2 offset = amount * vec2( cos(angle), sin(angle));
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vec4 cr = texture2D(tDiffuse, p + offset);
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vec4 cga = texture2D(tDiffuse, p);
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vec4 cb = texture2D(tDiffuse, p - offset);
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gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);
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//add noise
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vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);
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gl_FragColor = gl_FragColor+ snow;
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}
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else {
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gl_FragColor=texture2D (tDiffuse, vUv);
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}
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}`
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};
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THREE.DigitalGlitch = DigitalGlitch;
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} )();
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