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Current File : //data/www_bck/varak.net_bck/ampache.varak.net/modules/UberViz/BadTVShader.js |
/** * @author felixturner / http://airtight.cc/ * * Bad TV Shader * Simulates a bad TV via horizontal distortion and vertical roll * Uses Ashima WebGl Noise: https://github.com/ashima/webgl-noise * * time: steadily increasing float passed in * distortion: amount of thick distortion * distortion2: amount of fine grain distortion * speed: distortion vertical travel speed * rollSpeed: vertical roll speed */ THREE.BadTVShader = { uniforms: { "tDiffuse": { type: "t", value: null }, "time": { type: "f", value: 0.0 }, "distortion": { type: "f", value: 3.0 }, "distortion2": { type: "f", value: 5.0 }, "speed": { type: "f", value: 0.2 }, "rollSpeed": { type: "f", value: 0.1 }, }, vertexShader: [ "varying vec2 vUv;", "void main() {", "vUv = uv;", "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join("\n"), fragmentShader: [ "uniform sampler2D tDiffuse;", "uniform float time;", "uniform float distortion;", "uniform float distortion2;", "uniform float speed;", "uniform float rollSpeed;", "varying vec2 vUv;", // Start Ashima 2D Simplex Noise "vec3 mod289(vec3 x) {", " return x - floor(x * (1.0 / 289.0)) * 289.0;", "}", "vec2 mod289(vec2 x) {", " return x - floor(x * (1.0 / 289.0)) * 289.0;", "}", "vec3 permute(vec3 x) {", " return mod289(((x*34.0)+1.0)*x);", "}", "float snoise(vec2 v)", " {", " const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0", " 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)", " -0.577350269189626, // -1.0 + 2.0 * C.x", " 0.024390243902439); // 1.0 / 41.0", " vec2 i = floor(v + dot(v, C.yy) );", " vec2 x0 = v - i + dot(i, C.xx);", " vec2 i1;", " i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);", " vec4 x12 = x0.xyxy + C.xxzz;", " x12.xy -= i1;", " i = mod289(i); // Avoid truncation effects in permutation", " vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))", " + i.x + vec3(0.0, i1.x, 1.0 ));", " vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);", " m = m*m ;", " m = m*m ;", " vec3 x = 2.0 * fract(p * C.www) - 1.0;", " vec3 h = abs(x) - 0.5;", " vec3 ox = floor(x + 0.5);", " vec3 a0 = x - ox;", " m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );", " vec3 g;", " g.x = a0.x * x0.x + h.x * x0.y;", " g.yz = a0.yz * x12.xz + h.yz * x12.yw;", " return 130.0 * dot(m, g);", "}", // End Ashima 2D Simplex Noise "void main() {", "vec2 p = vUv;", "float ty = time*speed;", "float yt = p.y - ty;", //smooth distortion "float offset = snoise(vec2(yt*3.0,0.0))*0.2;", // boost distortion "offset = pow( offset*distortion,3.0)/distortion;", //add fine grain distortion "offset += snoise(vec2(yt*50.0,0.0))*distortion2*0.001;", //combine distortion on X with roll on Y "gl_FragColor = texture2D(tDiffuse, vec2(fract(p.x + offset),fract(p.y-time*rollSpeed) ));", "}" ].join("\n") };