Initial project import
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97
node_modules/three-stdlib/shaders/DigitalGlitch.js
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97
node_modules/three-stdlib/shaders/DigitalGlitch.js
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const DigitalGlitch = {
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uniforms: {
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tDiffuse: { value: null },
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//diffuse texture
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tDisp: { value: null },
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//displacement texture for digital glitch squares
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byp: { value: 0 },
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//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 },
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//-1,1
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seed_y: { value: 0.02 },
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//-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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/* glsl */
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`
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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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`
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),
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fragmentShader: (
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/* glsl */
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`
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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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`
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)
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};
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export {
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DigitalGlitch
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};
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//# sourceMappingURL=DigitalGlitch.js.map
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