ISF - Glitch - Bad TV
/*{
"CREDIT": "VIDVOX",
"ISFVSN": "2",
"CATEGORIES": [
"Glitch"
],
"INPUTS": [
{
"NAME": "inputImage",
"TYPE": "image"
},
{
"NAME": "noiseLevel",
"TYPE": "float",
"MIN": 0,
"MAX": 1,
"DEFAULT": 0.5
},
{
"NAME": "distortion1",
"TYPE": "float",
"MIN": 0,
"MAX": 5,
"DEFAULT": 1
},
{
"NAME": "distortion2",
"TYPE": "float",
"MIN": 0,
"MAX": 5,
"DEFAULT": 5
},
{
"NAME": "speed",
"TYPE": "float",
"MIN": 0,
"MAX": 1,
"DEFAULT": 0.3
},
{
"NAME": "scroll",
"TYPE": "float",
"MIN": 0,
"MAX": 1,
"DEFAULT": 0
},
{
"NAME": "scanLineThickness",
"TYPE": "float",
"MIN": 1,
"MAX": 50,
"DEFAULT": 25
},
{
"NAME": "scanLineIntensity",
"TYPE": "float",
"MIN": 0,
"MAX": 1,
"DEFAULT": 0.5
},
{
"NAME": "scanLineOffset",
"TYPE": "float",
"MIN": 0,
"MAX": 1,
"DEFAULT": 0
}
]
}*/
// Adapted from http://www.airtightinteractive.com/demos/js/badtvshader/js/BadTVShader.js
// Also uses adopted Ashima WebGl Noise: https://github.com/ashima/webgl-noise
/*
* The MIT License
*
* Copyright (c) 2014 Felix Turner
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
// Start Ashima 2D Simplex Noise
const vec4 C = vec4(0.211324865405187,0.366025403784439,-0.577350269189626,0.024390243902439);
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) {
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
const float tau = 6.28318530718;
// use this pattern for scan lines
vec2 pattern(vec2 pt) {
float s = 0.0;
float c = 1.0;
vec2 tex = pt * RENDERSIZE;
vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * (1.0/scanLineThickness);
float d = point.y;
return vec2(sin(d + scanLineOffset * tau + cos(pt.x * tau)), cos(d + scanLineOffset * tau + sin(pt.y * tau)));
}
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main() {
vec2 p = (isf_FragNormCoord.xy);
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*distortion1,3.0)/max(distortion1,0.001);
//add fine grain distortion
offset += snoise(vec2(yt*50.0,0.0))*distortion2*0.001;
//combine distortion on X with roll on Y
vec2 adjusted = vec2(fract(p.x + offset),fract(p.y-scroll) );
vec4 result = IMG_NORM_PIXEL(inputImage, adjusted);
vec2 pat = pattern(adjusted);
vec3 shift = scanLineIntensity * vec3(0.3 * pat.x, 0.59 * pat.y, 0.11) / 2.0;
result.rgb = (1.0 + scanLineIntensity / 2.0) * result.rgb + shift + (rand(adjusted * TIME) - 0.5) * noiseLevel;
gl_FragColor = result;
}