uniform sampler2D tex; varying vec2 vTexCoord; uniform float time; uniform vec2 resolution; uniform float THRESHOLD; uniform int mode; #define PI 3.14159265 #define TILE_SIZE 16.0 float sat( float t ) { return clamp( t, 0.0, 1.0 ); } vec2 sat( vec2 t ) { return clamp( t, 0.0, 1.0 ); } //remaps inteval [a;b] to [0;1] float remap ( float t, float a, float b ) { return sat( (t - a) / (b - a) ); } //note: /\ t=[0;0.5;1], y=[0;1;0] float linterp( float t ) { return sat( 1.0 - abs( 2.0*t - 1.0 ) ); } //note: [0;1] float rand( vec2 n ) { return fract(sin(dot(n.xy, vec2(12.9898, 78.233)))* 43758.5453); } float rand(float n) { return fract(sin(n) * 43758.5453123); } float noise(float p) { float fl = floor(p); float fc = fract(p); return mix(rand(fl), rand(fl + 1.0), fc); } float noise(vec2 p) { vec2 ip = floor(p); vec2 u = fract(p); u = u * u * (3.0 - 2.0 * u); float res = mix( mix(rand(ip), rand(ip + vec2(1.0, 0.0)), u.x), mix(rand(ip + vec2(0.0,1.0)), rand(ip + vec2(1.0,1.0)), u.x), u.y); return res * res; } //note: [-1;1] float srand( vec2 n ) { return rand(n) * 2.0 - 1.0; } float trunc( float x, float num_levels ) { return floor(x*num_levels) / num_levels; } vec2 trunc( vec2 x, float num_levels ) { return floor(x*num_levels) / num_levels; } vec2 trunc( vec2 x, vec2 num_levels ) { return floor(x*num_levels) / num_levels; } vec3 spectrum_offset( float t ) { vec3 ret; float lo = step(t,0.5); float hi = 1.0-lo; float w = linterp( remap( t, 1.0/6.0, 5.0/6.0 ) ); float neg_w = 1.0-w; ret = vec3(lo,1.0,hi) * vec3(neg_w, w, neg_w); return ret; } vec3 rgb2yuv( vec3 rgb ) { vec3 yuv; yuv.x = dot( rgb, vec3(0.299,0.587,0.114) ); yuv.y = dot( rgb, vec3(-0.14713, -0.28886, 0.436) ); yuv.z = dot( rgb, vec3(0.615, -0.51499, -0.10001) ); return yuv; } vec3 yuv2rgb( vec3 yuv ) { vec3 rgb; rgb.r = yuv.x + yuv.z * 1.13983; rgb.g = yuv.x + dot( vec2(-0.39465, -0.58060), yuv.yz ); rgb.b = yuv.x + yuv.y * 2.03211; return rgb; } vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } vec3 posterize(vec3 color, float steps) { return floor(color * steps + 0.5) / steps; } float quantize(float n, float steps) { return floor(n * steps) / steps; } vec4 downsample(sampler2D sampler, vec2 uv, float pixelSize) { return texture2D(sampler, uv - mod(uv, vec2(pixelSize) / resolution.xy)); } vec3 edge(sampler2D sampler, vec2 uv, float sampleSize) { float dx = sampleSize / resolution.x; float dy = sampleSize / resolution.y; return ( mix(downsample(sampler, uv - vec2(dx, 0.0), sampleSize), downsample(sampler, uv + vec2(dx, 0.0), sampleSize), mod(uv.x, dx) / dx) + mix(downsample(sampler, uv - vec2(0.0, dy), sampleSize), downsample(sampler, uv + vec2(0.0, dy), sampleSize), mod(uv.y, dy) / dy) ).rgb / 2.0 - texture2D(sampler, uv).rgb; } vec3 distort(sampler2D sampler, vec2 uv, float edgeSize) { vec2 pixel = vec2(1.0) / resolution.xy; vec3 field = rgb2hsv(edge(sampler, uv, edgeSize)); vec2 distort = pixel * sin((field.rb) * PI * 2.0); float shiftx = noise(vec2(quantize(uv.y + 31.5, resolution.y / TILE_SIZE) * time, fract(time) * 300.0)); float shifty = noise(vec2(quantize(uv.x + 11.5, resolution.x / TILE_SIZE) * time, fract(time) * 100.0)); vec3 rgb = texture2D(sampler, uv + (distort + (pixel - pixel / 2.0) * vec2(shiftx, shifty) * (50.0 + 100.0 * (THRESHOLD*0.1))) * (THRESHOLD*0.1)).rgb; vec3 hsv = rgb2hsv(rgb); hsv.y = mod(hsv.y + shifty * pow((THRESHOLD*0.1), 5.0) * 0.25, 1.0); return posterize(hsv2rgb(hsv), floor(mix(256.0, pow(1.0 - hsv.z - 0.5, 2.0) * 64.0 * shiftx + 4.0, 1.0 - pow(1.0 - (THRESHOLD*0.1), 5.0)))); } void main() { if (mode==0) { float time_s = mod( time, 32.0 ); float glitch_threshold = 1.0 - (THRESHOLD*0.1); const float max_ofs_siz = 0.1; //TOOD: input const float yuv_threshold = 0.5; //TODO: input, >1.0f == no distort const float time_frq = 16.0; vec2 uv = gl_FragCoord.xy / resolution.xy; const float min_change_frq = 4.0; float ct = trunc( time_s, min_change_frq ); float change_rnd = rand( trunc(uv.yy,vec2(16)) + 150.0 * ct ); float tf = time_frq*change_rnd; float t = 5.0 * trunc( time_s, tf ); float vt_rnd = 0.5*rand( trunc(uv.yy + t, vec2(11)) ); vt_rnd += 0.5 * rand(trunc(uv.yy + t, vec2(7))); vt_rnd = vt_rnd*2.0 - 1.0; vt_rnd = sign(vt_rnd) * sat( ( abs(vt_rnd) - glitch_threshold) / (1.0-glitch_threshold) ); vec2 uv_nm = uv; uv_nm = sat( uv_nm + vec2(max_ofs_siz*vt_rnd, 0) ); float rnd = rand( vec2( trunc( time_s, 8.0 )) ); uv_nm.y = (rnd>mix(1.0, 0.975, sat((THRESHOLD*0.1)))) ? 1.0-uv_nm.y : uv_nm.y; vec4 sample = texture2D( tex, uv_nm, -10.0 ); vec3 sample_yuv = rgb2yuv( sample.rgb ); sample_yuv.y /= 1.0-3.0*abs(vt_rnd) * sat( yuv_threshold - vt_rnd ); sample_yuv.z += 0.125 * vt_rnd * sat( vt_rnd - yuv_threshold ); gl_FragColor = vec4( yuv2rgb(sample_yuv), sample.a ); } else if (mode==1) { vec2 uv = gl_FragCoord.xy / resolution.xy; float my_time = mod(time, 32.0); // + modelmat[0].x + modelmat[0].z; float GLITCH = (THRESHOLD*0.1); float gnm = sat( GLITCH ); float rnd0 = rand( trunc( vec2(my_time, my_time), 6.0 ) ); float r0 = sat((1.0-gnm)*0.7 + rnd0); float rnd1 = rand( vec2(trunc( uv.x, 10.0*r0 ), my_time) ); //horz //float r1 = 1.0f - sat( (1.0f-gnm)*0.5f + rnd1 ); float r1 = 0.5 - 0.5 * gnm + rnd1; r1 = 1.0 - max( 0.0, ((r1<1.0) ? r1 : 0.9999999) ); //note: weird ass bug on old drivers float rnd2 = rand( vec2(trunc( uv.y, 40.0*r1 ), my_time) ); //vert float r2 = sat( rnd2 ); float rnd3 = rand( vec2(trunc( uv.y, 10.0*r0 ), my_time) ); float r3 = (1.0-sat(rnd3+0.8)) - 0.1; float pxrnd = rand( uv + my_time ); float ofs = 0.05 * r2 * GLITCH * ( rnd0 > 0.5 ? 1.0 : -1.0 ); ofs += 0.5 * pxrnd * ofs; uv.y += 0.1 * r3 * GLITCH; const int NUM_SAMPLES = 10; const float RCP_NUM_SAMPLES_F = 1.0 / float(NUM_SAMPLES); vec4 sum = vec4(0.0); vec3 wsum = vec3(0.0); for( int i=0; i