// bwvideo.mp4 float sat( float t ) { return clamp( t, 0.0, 1.0 ); } vec2 sat( vec2 t ) { return clamp( t, 0.0, 1.0 ); } // vec3 sat( vec3 v ) { // return clamp( v, 0.0f, 1.0f ); // } //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); } //note: [-1;1] float srand( vec2 n ) { return rand(n) * 2.0 - 1.0; } float mytrunc( float x, float num_levels ) { return floor(x*num_levels) / num_levels; } vec2 mytrunc( vec2 x, vec2 num_levels ) { return floor(x*num_levels) / num_levels; } 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; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { float THRESHOLD = 0.1 + iMouse.x / iResolution.x; float time_s = mod( iGlobalTime, 32.0 ); float glitch_threshold = 1.0 - THRESHOLD; 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 = fragCoord.xy / iResolution.xy; uv.y = 1.0 - uv.y; const float min_change_frq = 4.0; float ct = mytrunc( time_s, min_change_frq ); float change_rnd = rand( mytrunc(uv.yy,vec2(16)) + 150.0 * ct ); float tf = time_frq*change_rnd; float t = 5.0 * mytrunc( time_s, tf ); float vt_rnd = 0.5*rand( mytrunc(uv.yy + t, vec2(11)) ); vt_rnd += 0.5 * rand(mytrunc(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( mytrunc( time_s, 8.0 )) ); uv_nm.y = (rnd>mix(1.0, 0.975, sat(THRESHOLD))) ? 1.0-uv_nm.y : uv_nm.y; vec4 smpl = texture( iChannel0, uv_nm, -10.0 ); vec3 smpl_yuv = rgb2yuv( smpl.rgb ); smpl_yuv.y /= 1.0-3.0*abs(vt_rnd) * sat( yuv_threshold - vt_rnd ); smpl_yuv.z += 0.125 * vt_rnd * sat( vt_rnd - yuv_threshold ); fragColor = vec4( yuv2rgb(smpl_yuv), smpl.a ); }