Doodle3D-Slicer/three.js-master/examples/js/shaders/DigitalGlitch.js

104 lines
2.8 KiB
JavaScript
Raw Normal View History

2015-06-12 15:58:26 +02:00
/**
* @author felixturner / http://airtight.cc/
*
* 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": { type: "t", value: null },//diffuse texture
"tDisp": { type: "t", value: null },//displacement texture for digital glitch squares
"byp": { type: "i", value: 0 },//apply the glitch ?
"amount": { type: "f", value: 0.08 },
"angle": { type: "f", value: 0.02 },
"seed": { type: "f", value: 0.02 },
"seed_x": { type: "f", value: 0.02 },//-1,1
"seed_y": { type: "f", value: 0.02 },//-1,1
"distortion_x": { type: "f", value: 0.5 },
"distortion_y": { type: "f", value: 0.6 },
"col_s": { type: "f", 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")
};