mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-25 12:23:49 +01:00
104 lines
2.8 KiB
JavaScript
Executable File
104 lines
2.8 KiB
JavaScript
Executable File
/**
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* @author felixturner / http://airtight.cc/
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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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THREE.DigitalGlitch = {
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uniforms: {
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"tDiffuse": { type: "t", value: null },//diffuse texture
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"tDisp": { type: "t", value: null },//displacement texture for digital glitch squares
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"byp": { type: "i", value: 0 },//apply the glitch ?
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"amount": { type: "f", value: 0.08 },
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"angle": { type: "f", value: 0.02 },
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"seed": { type: "f", value: 0.02 },
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"seed_x": { type: "f", value: 0.02 },//-1,1
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"seed_y": { type: "f", value: 0.02 },//-1,1
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"distortion_x": { type: "f", value: 0.5 },
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"distortion_y": { type: "f", value: 0.6 },
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"col_s": { type: "f", 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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