digitalGlitch top-level property
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
Implementation
Map<String, dynamic> digitalGlitch = {
"uniforms": {
'tDiffuse': {}, //diffuse texture
'tDisp': {}, //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": [
'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')
};