Created
May 31, 2018 14:48
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shader_type canvas_item; | |
//inputs | |
uniform float AMT = 0.7; //0 - 1 glitch amount | |
uniform float SPEED = 0.6; //0 - 1 speed | |
//2D (returns 0 - 1) | |
float random2d(vec2 n) { | |
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); | |
} | |
float randomRange (in vec2 seed, in float min, in float max) { | |
return min + random2d(seed) * (max - min); | |
} | |
// return 1 if v inside 1d range | |
float insideRange(float v, float bottom, float top) { | |
return step(bottom, v) - step(top, v); | |
} | |
void fragment() | |
{ | |
float time = floor(TIME * SPEED * 60.0); | |
vec2 uv = SCREEN_UV;//fragCoord.xy / iResolution.xy; | |
//copy orig | |
vec3 outCol = texture(SCREEN_TEXTURE, uv).rgb; | |
//randomly offset slices horizontally | |
float maxOffset = AMT/2.0; | |
for (float i = 0.0; i < 10.0 * AMT; i += 1.0) { | |
float sliceY = random2d(vec2(time , 2345.0 + float(i))); | |
float sliceH = random2d(vec2(time , 9035.0 + float(i))) * 0.25; | |
float hOffset = randomRange(vec2(time , 9625.0 + float(i)), -maxOffset, maxOffset); | |
vec2 uvOff = uv; | |
uvOff.x += hOffset; | |
if (insideRange(uv.y, sliceY, fract(sliceY+sliceH)) == 1.0 ){ | |
outCol = texture(SCREEN_TEXTURE, uvOff).rgb; | |
} | |
} | |
//do slight offset on one entire channel | |
float maxColOffset = AMT/6.0; | |
float rnd = random2d(vec2(time , 9545.0)); | |
vec2 colOffset = vec2(randomRange(vec2(time , 9545.0),-maxColOffset,maxColOffset), | |
randomRange(vec2(time , 7205.0),-maxColOffset,maxColOffset)); | |
if (rnd < 0.33){ | |
outCol.r = texture(SCREEN_TEXTURE, uv + colOffset).r; | |
}else if (rnd < 0.66){ | |
outCol.g = texture(SCREEN_TEXTURE, uv + colOffset).g; | |
} else{ | |
outCol.b = texture(SCREEN_TEXTURE, uv + colOffset).b; | |
} | |
COLOR = vec4(outCol,1.0); | |
} |
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