uniform vec2 uOverrideDir;
uniform float uTime;
uniform float uGlitchStrength;
+uniform vec2 uClampUv;
in vec2 aUv;
void main(){
vec2 vuv = aUv;
- if( uGlitchStrength > 0.0 ){
- uvec3 p = uvec3( gl_FragCoord.xy, uint(uTime*30.0) );
- vec2 g = digital_noise(p).xy;
- vuv = aUv + g.xy*uGlitchStrength - uGlitchStrength*0.5;
- }
+ //if( uGlitchStrength > 0.0 ){
+ // uvec3 p = uvec3( gl_FragCoord.xy, uint(uTime*30.0) );
+ // vec2 g = digital_noise(p).xy;
+ // vuv = aUv + g.xy*uGlitchStrength - uGlitchStrength*0.5;
+ //}
vec2 vrand = rand_hash22( vuv ) * 2.0 - vec2(1.0);
vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0);
vec2 vdir = texture( uTexMotion, vuv ).xy * uBlurStrength + uOverrideDir;
- vec4 vcolour0 = texture( uTexMain, vuv + vdir*vrand.x );
- vec4 vcolour1 = texture( uTexMain, vuv + vdir*vrand.y );
- vec4 vcolour2 = texture( uTexMain, vuv + vdir*vrand1.x );
- vec4 vcolour3 = texture( uTexMain, vuv + vdir*vrand1.y );
+ vec4 vcolour0 = texture( uTexMain, min(vuv + vdir*vrand.x,uClampUv) );
+ vec4 vcolour1 = texture( uTexMain, min(vuv + vdir*vrand.y,uClampUv) );
+ vec4 vcolour2 = texture( uTexMain, min(vuv + vdir*vrand1.x,uClampUv) );
+ vec4 vcolour3 = texture( uTexMain, min(vuv + vdir*vrand1.y,uClampUv) );
FragColor = ( vcolour0 + vcolour1 + vcolour2 + vcolour3 ) * 0.25;
}