console.warn( "THREE.DigitalGlitch: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
/**
 * RGB Shift Shader
 * Shifts red and blue channels from center in opposite directions
 * Ported from http://kriss.cx/tom/2009/05/rgb-shift/
 * by Tom Butterworth / http://kriss.cx/tom/
 *
 * amount: shift distance (1 is width of input)
 * angle: shift angle in radians
 */

THREE.DigitalGlitch = {

	uniforms: {

		"tDiffuse": { value: null }, //diffuse texture
		"tDisp": { value: null }, //displacement texture for digital glitch squares
		"byp": { value: 0 }, //apply the glitch ?
		"amount": { value: 0.08 },
		"angle": { value: 0.02 },
		"seed": { value: 0.02 },
		"seed_x": { value: 0.02 }, //-1,1
		"seed_y": { value: 0.02 }, //-1,1
		"distortion_x": { value: 0.5 },
		"distortion_y": { value: 0.6 },
		"col_s": { value: 0.05 }
	},

	vertexShader: [

		"varying vec2 vUv;",
		"void main() {",
		"	vUv = uv;",
		"	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
		"}"
	].join( "\n" ),

	fragmentShader: [
		"uniform int byp;", //should we apply the glitch ?

		"uniform sampler2D tDiffuse;",
		"uniform sampler2D tDisp;",

		"uniform float amount;",
		"uniform float angle;",
		"uniform float seed;",
		"uniform float seed_x;",
		"uniform float seed_y;",
		"uniform float distortion_x;",
		"uniform float distortion_y;",
		"uniform float col_s;",

		"varying vec2 vUv;",


		"float rand(vec2 co){",
		"	return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);",
		"}",

		"void main() {",
		"	if(byp<1) {",
		"		vec2 p = vUv;",
		"		float xs = floor(gl_FragCoord.x / 0.5);",
		"		float ys = floor(gl_FragCoord.y / 0.5);",
		//based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
		"		vec4 normal = texture2D (tDisp, p*seed*seed);",
		"		if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {",
		"			if(seed_x>0.){",
		"				p.y = 1. - (p.y + distortion_y);",
		"			}",
		"			else {",
		"				p.y = distortion_y;",
		"			}",
		"		}",
		"		if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {",
		"			if(seed_y>0.){",
		"				p.x=distortion_x;",
		"			}",
		"			else {",
		"				p.x = 1. - (p.x + distortion_x);",
		"			}",
		"		}",
		"		p.x+=normal.x*seed_x*(seed/5.);",
		"		p.y+=normal.y*seed_y*(seed/5.);",
		//base from RGB shift shader
		"		vec2 offset = amount * vec2( cos(angle), sin(angle));",
		"		vec4 cr = texture2D(tDiffuse, p + offset);",
		"		vec4 cga = texture2D(tDiffuse, p);",
		"		vec4 cb = texture2D(tDiffuse, p - offset);",
		"		gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);",
		//add noise
		"		vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);",
		"		gl_FragColor = gl_FragColor+ snow;",
		"	}",
		"	else {",
		"		gl_FragColor=texture2D (tDiffuse, vUv);",
		"	}",
		"}"

	].join( "\n" )

};
