out vec4 FragColor;
uniform sampler2D uTexMain;
+uniform sampler2D uTexMotion;
+uniform float uBlurStrength;
+uniform vec2 uOverrideDir;
+uniform float uTime;
+uniform float uGlitchStrength;
+uniform vec2 uClampUv;
in vec2 aUv;
-vec2 rand_hash22( vec2 p )
-{
+vec2 rand_hash22( vec2 p ){
vec3 p3 = fract(vec3(p.xyx) * 213.8976123);
p3 += dot(p3, p3.yzx+19.19);
return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));
}
-void main()
-{
- vec2 voffset = rand_hash22( aUv );
+const int NOISE_LOOP = 3;
+vec3 digital_noise( uvec3 iuv ){
+ iuv *=uvec3(8,2524,7552);
+ for( int i=0; i<NOISE_LOOP; i++ )
+ iuv += (iuv.yzx<<2) ^ (iuv.yxz)+iuv.z;
+ return vec3(iuv)*(1.0/float(0xffffffffU));
+}
+
+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;
+ //}
+
+ vec2 vrand = rand_hash22( vuv ) * 2.0 - vec2(1.0);
+ vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0);
- float bamt = abs(aUv.x-0.5)*2.0;
- bamt = pow(bamt,4.0)*0.05;
+ vec2 vdir = texture( uTexMotion, vuv ).xy * uBlurStrength + uOverrideDir;
+
+ 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 = texture( uTexMain, aUv + voffset*bamt );
+ FragColor = ( vcolour0 + vcolour1 + vcolour2 + vcolour3 ) * 0.25;
}