mirror of
https://github.com/Yetangitu/ampache
synced 2025-10-05 19:41:55 +02:00
114 lines
3 KiB
JavaScript
114 lines
3 KiB
JavaScript
/**
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* @author felixturner / http://airtight.cc/
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*
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* Bad TV Shader
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* Simulates a bad TV via horizontal distortion and vertical roll
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* Uses Ashima WebGl Noise: https://github.com/ashima/webgl-noise
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*
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* time: steadily increasing float passed in
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* distortion: amount of thick distortion
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* distortion2: amount of fine grain distortion
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* speed: distortion vertical travel speed
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* rollSpeed: vertical roll speed
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*/
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THREE.BadTVShader = {
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uniforms: {
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"tDiffuse": { type: "t", value: null },
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"time": { type: "f", value: 0.0 },
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"distortion": { type: "f", value: 3.0 },
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"distortion2": { type: "f", value: 5.0 },
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"speed": { type: "f", value: 0.2 },
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"rollSpeed": { type: "f", value: 0.1 },
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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 sampler2D tDiffuse;",
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"uniform float time;",
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"uniform float distortion;",
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"uniform float distortion2;",
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"uniform float speed;",
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"uniform float rollSpeed;",
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"varying vec2 vUv;",
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// Start Ashima 2D Simplex Noise
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"vec3 mod289(vec3 x) {",
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" return x - floor(x * (1.0 / 289.0)) * 289.0;",
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"}",
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"vec2 mod289(vec2 x) {",
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" return x - floor(x * (1.0 / 289.0)) * 289.0;",
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"}",
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"vec3 permute(vec3 x) {",
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" return mod289(((x*34.0)+1.0)*x);",
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"}",
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"float snoise(vec2 v)",
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" {",
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" const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0",
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" 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)",
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" -0.577350269189626, // -1.0 + 2.0 * C.x",
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" 0.024390243902439); // 1.0 / 41.0",
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" vec2 i = floor(v + dot(v, C.yy) );",
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" vec2 x0 = v - i + dot(i, C.xx);",
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" vec2 i1;",
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" i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);",
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" vec4 x12 = x0.xyxy + C.xxzz;",
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" x12.xy -= i1;",
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" i = mod289(i); // Avoid truncation effects in permutation",
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" vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))",
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" + i.x + vec3(0.0, i1.x, 1.0 ));",
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" vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);",
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" m = m*m ;",
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" m = m*m ;",
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" vec3 x = 2.0 * fract(p * C.www) - 1.0;",
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" vec3 h = abs(x) - 0.5;",
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" vec3 ox = floor(x + 0.5);",
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" vec3 a0 = x - ox;",
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" m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );",
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" vec3 g;",
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" g.x = a0.x * x0.x + h.x * x0.y;",
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" g.yz = a0.yz * x12.xz + h.yz * x12.yw;",
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" return 130.0 * dot(m, g);",
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"}",
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// End Ashima 2D Simplex Noise
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"void main() {",
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"vec2 p = vUv;",
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"float ty = time*speed;",
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"float yt = p.y - ty;",
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//smooth distortion
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"float offset = snoise(vec2(yt*3.0,0.0))*0.2;",
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// boost distortion
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"offset = pow( offset*distortion,3.0)/distortion;",
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//add fine grain distortion
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"offset += snoise(vec2(yt*50.0,0.0))*distortion2*0.001;",
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//combine distortion on X with roll on Y
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"gl_FragColor = texture2D(tDiffuse, vec2(fract(p.x + offset),fract(p.y-time*rollSpeed) ));",
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"}"
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].join("\n")
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};
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