/**
 * @author felixturner / http://airtight.cc/
 *
 * 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":		{ type: "t", value: null },//diffuse texture
		"tDisp":		{ type: "t", value: null },//displacement texture for digital glitch squares
		"byp":			{ type: "i", value: 0 },//apply the glitch ?
		"amount":		{ type: "f", value: 0.08 },
		"angle":		{ type: "f", value: 0.02 },
		"seed":			{ type: "f", value: 0.02 },
		"seed_x":		{ type: "f", value: 0.02 },//-1,1
		"seed_y":		{ type: "f", value: 0.02 },//-1,1
		"distortion_x":	{ type: "f", value: 0.5 },
		"distortion_y":	{ type: "f", value: 0.6 },
		"col_s":		{ type: "f", 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" )

};