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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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101 lines
2.5 KiB
101 lines
2.5 KiB
/** |
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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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const DigitalGlitch = { |
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uniforms: { |
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'tDiffuse': { value: null }, //diffuse texture |
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'tDisp': { value: null }, //displacement texture for digital glitch squares |
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'byp': { value: 0 }, //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 }, //-1,1 |
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'seed_y': { value: 0.02 }, //-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: /* glsl */` |
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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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fragmentShader: /* glsl */` |
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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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export { DigitalGlitch };
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