mirror of
https://github.com/DanielnetoDotCom/YouPHPTube
synced 2025-10-03 17:59:55 +02:00
101 lines
2.7 KiB
JavaScript
101 lines
2.7 KiB
JavaScript
/**
|
|
* 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' )
|
|
|
|
};
|