"use strict"; Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" }); const DigitalGlitch = { uniforms: { tDiffuse: { value: null }, //diffuse texture tDisp: { value: null }, //displacement texture for digital glitch squares byp: { value: 0 }, //apply the glitch ? amount: { value: 0.08 }, angle: { value: 0.02 }, seed: { value: 0.02 }, seed_x: { value: 0.02 }, //-1,1 seed_y: { value: 0.02 }, //-1,1 distortion_x: { value: 0.5 }, distortion_y: { value: 0.6 }, col_s: { value: 0.05 } }, vertexShader: ( /* glsl */ ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } ` ), fragmentShader: ( /* glsl */ ` 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.ydistortion_x-col_s*seed) { if(seed_x>0.){ p.y = 1. - (p.y + distortion_y); } else { p.y = distortion_y; } } if(p.xdistortion_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); } } ` ) }; exports.DigitalGlitch = DigitalGlitch; //# sourceMappingURL=DigitalGlitch.cjs.map