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103
node_modules/three/examples/jsm/shaders/DigitalGlitch.js
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node_modules/three/examples/jsm/shaders/DigitalGlitch.js
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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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var DigitalGlitch = {
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uniforms: {
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'tDiffuse': { value: null }, //diffuse texture
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'tDisp': { value: null }, //displacement texture for digital glitch squares
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'byp': { value: 0 }, //apply the glitch ?
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'amount': { value: 0.08 },
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'angle': { value: 0.02 },
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'seed': { value: 0.02 },
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'seed_x': { value: 0.02 }, //-1,1
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'seed_y': { value: 0.02 }, //-1,1
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'distortion_x': { value: 0.5 },
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'distortion_y': { value: 0.6 },
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'col_s': { value: 0.05 }
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},
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vertexShader: [
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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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].join( '\n' ),
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fragmentShader: [
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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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' vec4 normal = texture2D (tDisp, p*seed*seed);',
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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+=normal.x*seed_x*(seed/5.);',
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' p.y+=normal.y*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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].join( '\n' )
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};
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export { DigitalGlitch };
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