Files
orx/orx-fx/src/shaders/glsl/distort/video-glitch.frag

57 lines
1.7 KiB
GLSL

out vec4 o_output;
uniform sampler2D tex0;
in vec2 v_texCoord0;
uniform float time;
uniform float amplitude;
uniform float vfreq;
uniform float pfreq;
uniform float hfreq;
uniform float poffset;
uniform float scrollOffset0;
uniform float scrollOffset1;
uniform float borderHeight;
#define HASHSCALE 443.8975
vec2 hash22(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * HASHSCALE);
p3 += dot(p3, p3.yzx+19.19);
return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));
}
vec3 saturate(vec3 x) {
return clamp(x, vec3(0.0), vec3(1.0));
}
vec4 getVideo(vec2 uv, float amplitude, float seconds) {
float iTime = seconds;
vec2 look = mod(uv, vec2(1.0));
float window = 1.0/(1.0 + 20.0*(look.y-mod(iTime*vfreq, 1.0))*(look.y-mod(iTime*vfreq, 1.)));
look.x = look.x + sin(look.y*pfreq + poffset * 3.1415)/50.0 *(1.0+cos(iTime*hfreq))*window*amplitude;
look.y = mod(look.y, 1.0);
vec4 video = texture(tex0, look);
return video;
}
vec4 aberrationColor(float f) {
f = f * 3.0 - 1.5;
return vec4(saturate(vec3(-f, 1.0 - abs(f), f)), 1.0);
}
void main() {
vec4 c = vec4(0.0);
float aa = amplitude + smoothstep(borderHeight, 0.0, v_texCoord0.y)*4.0 + smoothstep(1.0-borderHeight, 1.0, v_texCoord0.y)*4.0;
float ds = scrollOffset1 - scrollOffset0;
if (aa > 0.0 || ds > 0.0) {
for (int i = 1; i < 16; ++i) {
vec4 lc = getVideo(v_texCoord0 + vec2(0.0, scrollOffset0+ds*float(i)), aa, time-float(i)/(16.0*60.0));
c += lc * (3.0/16.0) * aberrationColor(float(i)/16.0);
}
o_output = c;
} else {
vec4 lc = texture(tex0, mod(v_texCoord0 + vec2(0.0, scrollOffset1), vec2(1.0)));
o_output = lc;
}
}