🔧 Tweak glitch effect

This commit is contained in:
Simon Schneegans
2023-01-03 12:52:07 +01:00
parent 88a51ea0dc
commit ab079efc90
3 changed files with 28 additions and 20 deletions
+20 -17
View File
@@ -15,23 +15,22 @@
// The content from common.glsl is automatically prepended to each shader effect.
uniform vec3 uColor;
uniform float uSeed;
uniform float uScale;
uniform float uStrength;
uniform float uSpeed;
// Somewhat inspired by https://www.shadertoy.com/view/XtK3W3
void main() {
float progress = (uForOpening ? 1.0 - uProgress : uProgress);
float time = 7.5 * progress * uDuration * uSpeed;
float progress = easeInQuad(uForOpening ? 1.0 - uProgress : uProgress);
float time = progress * uDuration * uSpeed;
float strength = uStrength * progress;
float displace = 750.0 * strength / uSize.x;
float yPos = uScale * uSize.y * iTexCoord.y;
float displace = 1000.0 * strength / uSize.x;
float yPos = uScale * uSize.y * (iTexCoord.y + uSeed * 10.0);
// Create large, incidental noise waves.
float noise = clamp(simplex2D(vec2(time, yPos * 0.002)) - 0.3, 0.0, 1.0);
// Offset by smaller, constant noise waves.
noise = noise + (simplex2D(vec2(time * 10.0, yPos * 0.05)) - 0.5) * 0.15;
// Create large noise waves and add some smaller noise waves.
float noise = clamp(simplex2D(vec2(time, yPos * 0.002)) - 0.5, 0.0, 1.0);
noise += (simplex2D(vec2(time * 10.0, yPos * 0.05)) - 0.5) * 0.15;
// Apply the noise as x displacement for every line.
float xPos = clamp(iTexCoord.x - displace * noise * noise, 0.0, 1.0);
@@ -42,21 +41,25 @@ void main() {
float interferenceStrength = noise * min(strength, 1.0);
oColor.rgb = mix(oColor.rgb, interference, interferenceStrength);
// Apply a line pattern every 4 pixels.
// Mix in some grainy noise.
vec3 grain = uColor * simplex2D(uSize * iTexCoord + vec2(time * 100.0));
float grainStrength = 0.2 * min(strength, 1.0);
oColor.rgb = mix(oColor.rgb, grain, grainStrength);
// Add a subtle line pattern every 4 pixels.
if (floor(mod(yPos * 0.25, 2.0)) == 0.0) {
oColor.rgb = mix(uColor, oColor.rgb, 1.0 - (0.15 * noise));
}
// Shift green/blue channels.
oColor.g = mix(oColor.g,
getInputColor(vec2(xPos + noise * 0.1 * displace, iTexCoord.y)).g, 0.25);
oColor.b = mix(oColor.b,
getInputColor(vec2(xPos - noise * 0.1 * displace, iTexCoord.y)).b, 0.25);
float offset = 0.1 * noise * displace;
oColor.g = mix(oColor.g, getInputColor(vec2(xPos + offset, iTexCoord.y)).g, 0.25);
oColor.b = mix(oColor.b, getInputColor(vec2(xPos - offset, iTexCoord.y)).b, 0.25);
// Dissolve the window.
if (progress > mix(1.0 - noise, max(max(oColor.r, oColor.g), oColor.b), 0.5)) {
oColor.a = 0.0;
}
float fadeDelay = 2.0;
float alpha = clamp(noise + 1.0 + fadeDelay - (3.0 + fadeDelay) * progress, 0.0, 1.0);
oColor.a *= alpha;
setOutputColor(oColor);
}