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2024-Tsubasa / system / node_modules / three / examples / jsm / shaders / DigitalGlitch.js
/**
 * 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);
			}
		}`

};

export { DigitalGlitch };