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Эффект искажения картинке на видеокамерах

Никогда не слушайте осуждений в свой адрес. Ибо, даже если бы вы умели ходить по воде, то будьте уверены, кто-нибудь обязательно скажет: «Смотрите, он даже не умеет плавать»

25-января-2023, 20:45   208   0

Эффект искажения картинке на видеокамерах

В этом фрагменте кода  мы видим эффект искажения поверх изображения , к примеру как в фильмах когда глушат сигнал на видеокамерах. Кстати не так давно публиковал подобный эффект. Эффект сбоя изображения создан с помощью three.js . Он был разработан Ёичи Обаяши . Возможно кому то и пригодится для использования в каком либо проекте.

Pug

.p-summary
  h1 GLSL Glitch
  p
    a(href="https://ykob.github.io/sketch-threejs/sketch/glitch.html", target="_blank")
      |this source.

canvas(id="canvas-webgl", class="p-canvas-webgl")


SCSS

@import url('https://fonts.googleapis.com/css?family=Homenaje');

.p-canvas-webgl {
  position: fixed;
  z-index: 1;
  top: 0; left: 0;
}

.p-summary {
  position: absolute;
  top: 20px; left: 20px;
  z-index: 2;
  color: #fff;
  font-family: 'Homenaje', sans-serif;
  h1 {
    margin: 0 0 0.2em;
    font-size: 42px;
    font-weight: 400;
    letter-spacing: 0.05em;
  }
  p {
    margin: 0;
    font-size: 1.1rem;
    letter-spacing: 0.1em;
  }
  a {
    color: #fff;
  }
}


Babel

class BackgroundImage {
  constructor() {
    this.uniforms = {
      resolution: {
        type: 'v2',
        value: new THREE.Vector2(window.innerWidth, window.innerHeight),
      },
      imageResolution: {
        type: 'v2',
        value: new THREE.Vector2(2048, 1356),
      },
      texture: {
        type: 't',
        value: null,
      },
    };
    this.obj = null;
  }
  init(src, callback) {
    const loader = new THREE.TextureLoader();
    loader.crossOrigin = '*'; 
    loader.load(
      src, (tex) => {
      tex.magFilter = THREE.NearestFilter;
      tex.minFilter = THREE.NearestFilter;
      this.uniforms.texture.value = tex;
      this.obj = this.createObj();
      callback();
    });
  }
  createObj() {
    return new THREE.Mesh(
      new THREE.PlaneBufferGeometry(2, 2),
      new THREE.RawShaderMaterial({
        uniforms: this.uniforms,
        vertexShader: `attribute vec3 position;
          attribute vec2 uv;

          varying vec2 vUv;

          void main(void) {
            vUv = uv;
            gl_Position = vec4(position, 1.0);
          }
        `,
        fragmentShader: `precision highp float;

          uniform vec2 resolution;
          uniform vec2 imageResolution;
          uniform sampler2D texture;

          varying vec2 vUv;

          void main(void) {
            vec2 ratio = vec2(
                min((resolution.x / resolution.y) / (imageResolution.x / imageResolution.y), 1.0),
                min((resolution.y / resolution.x) / (imageResolution.y / imageResolution.x), 1.0)
              );

            vec2 uv = vec2(
                vUv.x * ratio.x + (1.0 - ratio.x) * 0.5,
                vUv.y * ratio.y + (1.0 - ratio.y) * 0.5
              );
            gl_FragColor = texture2D(texture, uv);
          }
        `,
      })
    );
  }
  resize() {
    this.uniforms.resolution.value.set(window.innerWidth, window.innerHeight);
  }
}

class PostEffect {
  constructor(texture) {
    this.uniforms = {
      time: {
        type: 'f',
        value: 0
      },
      resolution: {
        type: 'v2',
        value: new THREE.Vector2(window.innerWidth, window.innerHeight)
      },
      texture: {
        type: 't',
        value: texture,
      },
    };
    this.obj = this.createObj();
  }
  createObj() {
    return new THREE.Mesh(
      new THREE.PlaneBufferGeometry(2, 2),
      new THREE.RawShaderMaterial({
        uniforms: this.uniforms,
        vertexShader: `attribute vec3 position;
          attribute vec2 uv;
          
          varying vec2 vUv;
          
          void main() {
            vUv = uv;
            gl_Position = vec4(position, 1.0);
          }
        `,
        fragmentShader: `precision highp float;
        
          uniform float time;
          uniform vec2 resolution;
          uniform sampler2D texture;
          
          varying vec2 vUv;
          
          float random(vec2 c){
            return fract(sin(dot(c.xy ,vec2(12.9898,78.233))) * 43758.5453);
          }

          //
          // Description : Array and textureless GLSL 2D/3D/4D simplex
          //               noise functions.
          //      Author : Ian McEwan, Ashima Arts.
          //  Maintainer : ijm
          //     Lastmod : 20110822 (ijm)
          //     License : Copyright (C) 2011 Ashima Arts. All rights reserved.
          //               Distributed under the MIT License. See LICENSE file.
          //               https://github.com/ashima/webgl-noise
          //

          vec3 mod289(vec3 x) {
            return x - floor(x * (1.0 / 289.0)) * 289.0;
          }

          vec4 mod289(vec4 x) {
            return x - floor(x * (1.0 / 289.0)) * 289.0;
          }

          vec4 permute(vec4 x) {
               return mod289(((x*34.0)+1.0)*x);
          }

          vec4 taylorInvSqrt(vec4 r)
          {
            return 1.79284291400159 - 0.85373472095314 * r;
          }

          float snoise3(vec3 v)
            {
            const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;
            const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);

          // First corner
            vec3 i  = floor(v + dot(v, C.yyy) );
            vec3 x0 =   v - i + dot(i, C.xxx) ;

          // Other corners
            vec3 g = step(x0.yzx, x0.xyz);
            vec3 l = 1.0 - g;
            vec3 i1 = min( g.xyz, l.zxy );
            vec3 i2 = max( g.xyz, l.zxy );

            //   x0 = x0 - 0.0 + 0.0 * C.xxx;
            //   x1 = x0 - i1  + 1.0 * C.xxx;
            //   x2 = x0 - i2  + 2.0 * C.xxx;
            //   x3 = x0 - 1.0 + 3.0 * C.xxx;
            vec3 x1 = x0 - i1 + C.xxx;
            vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
            vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y

          // Permutations
            i = mod289(i);
            vec4 p = permute( permute( permute(
                       i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
                     + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
                     + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));

          // Gradients: 7x7 points over a square, mapped onto an octahedron.
          // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
            float n_ = 0.142857142857; // 1.0/7.0
            vec3  ns = n_ * D.wyz - D.xzx;

            vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)

            vec4 x_ = floor(j * ns.z);
            vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)

            vec4 x = x_ *ns.x + ns.yyyy;
            vec4 y = y_ *ns.x + ns.yyyy;
            vec4 h = 1.0 - abs(x) - abs(y);

            vec4 b0 = vec4( x.xy, y.xy );
            vec4 b1 = vec4( x.zw, y.zw );

            //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
            //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
            vec4 s0 = floor(b0)*2.0 + 1.0;
            vec4 s1 = floor(b1)*2.0 + 1.0;
            vec4 sh = -step(h, vec4(0.0));

            vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
            vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;

            vec3 p0 = vec3(a0.xy,h.x);
            vec3 p1 = vec3(a0.zw,h.y);
            vec3 p2 = vec3(a1.xy,h.z);
            vec3 p3 = vec3(a1.zw,h.w);

          //Normalise gradients
            vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
            p0 *= norm.x;
            p1 *= norm.y;
            p2 *= norm.z;
            p3 *= norm.w;

          // Mix final noise value
            vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
            m = m * m;
            return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
                                          dot(p2,x2), dot(p3,x3) ) );
            }
                    
          const float interval = 3.0;
          
          void main(void){
            float strength = smoothstep(interval * 0.5, interval, interval - mod(time, interval));
            vec2 shake = vec2(strength * 8.0 + 0.5) * vec2(
              random(vec2(time)) * 2.0 - 1.0,
              random(vec2(time * 2.0)) * 2.0 - 1.0
            ) / resolution;
          
            float y = vUv.y * resolution.y;
            float rgbWave = (
                snoise3(vec3(0.0, y * 0.01, time * 400.0)) * (2.0 + strength * 32.0)
                * snoise3(vec3(0.0, y * 0.02, time * 200.0)) * (1.0 + strength * 4.0)
                + step(0.9995, sin(y * 0.005 + time * 1.6)) * 12.0
                + step(0.9999, sin(y * 0.005 + time * 2.0)) * -18.0
              ) / resolution.x;
            float rgbDiff = (6.0 + sin(time * 500.0 + vUv.y * 40.0) * (20.0 * strength + 1.0)) / resolution.x;
            float rgbUvX = vUv.x + rgbWave;
            float r = texture2D(texture, vec2(rgbUvX + rgbDiff, vUv.y) + shake).r;
            float g = texture2D(texture, vec2(rgbUvX, vUv.y) + shake).g;
            float b = texture2D(texture, vec2(rgbUvX - rgbDiff, vUv.y) + shake).b;
          
            float whiteNoise = (random(vUv + mod(time, 10.0)) * 2.0 - 1.0) * (0.15 + strength * 0.15);
          
            float bnTime = floor(time * 20.0) * 200.0;
            float noiseX = step((snoise3(vec3(0.0, vUv.x * 3.0, bnTime)) + 1.0) / 2.0, 0.12 + strength * 0.3);
            float noiseY = step((snoise3(vec3(0.0, vUv.y * 3.0, bnTime)) + 1.0) / 2.0, 0.12 + strength * 0.3);
            float bnMask = noiseX * noiseY;
            float bnUvX = vUv.x + sin(bnTime) * 0.2 + rgbWave;
            float bnR = texture2D(texture, vec2(bnUvX + rgbDiff, vUv.y)).r * bnMask;
            float bnG = texture2D(texture, vec2(bnUvX, vUv.y)).g * bnMask;
            float bnB = texture2D(texture, vec2(bnUvX - rgbDiff, vUv.y)).b * bnMask;
            vec4 blockNoise = vec4(bnR, bnG, bnB, 1.0);
          
            float bnTime2 = floor(time * 25.0) * 300.0;
            float noiseX2 = step((snoise3(vec3(0.0, vUv.x * 2.0, bnTime2)) + 1.0) / 2.0, 0.12 + strength * 0.5);
            float noiseY2 = step((snoise3(vec3(0.0, vUv.y * 8.0, bnTime2)) + 1.0) / 2.0, 0.12 + strength * 0.3);
            float bnMask2 = noiseX2 * noiseY2;
            float bnR2 = texture2D(texture, vec2(bnUvX + rgbDiff, vUv.y)).r * bnMask2;
            float bnG2 = texture2D(texture, vec2(bnUvX, vUv.y)).g * bnMask2;
            float bnB2 = texture2D(texture, vec2(bnUvX - rgbDiff, vUv.y)).b * bnMask2;
            vec4 blockNoise2 = vec4(bnR2, bnG2, bnB2, 1.0);
          
            float waveNoise = (sin(vUv.y * 1200.0) + 1.0) / 2.0 * (0.15 + strength * 0.2);
          
            gl_FragColor = vec4(r, g, b, 1.0) * (1.0 - bnMask - bnMask2) + (whiteNoise + blockNoise + blockNoise2 - waveNoise);
          }
        `,
      })
    );
  }
  render(time) {
    this.uniforms.time.value += time;
  }
  resize() {
    this.uniforms.resolution.value.set(window.innerWidth, window.innerHeight);
  }
}

class ConsoleSignature {
  constructor() {
    this.message = `created by yoichi kobayashi`;
    this.url = `http://www.tplh.net`;
    this.show();
  }
  show() {
    if (navigator.userAgent.toLowerCase().indexOf('chrome') > -1) {
      const args = [
        `\n%c ${this.message} %c%c ${this.url} \n\n`,
        'color: #fff; background: #222; padding:3px 0;',
        'padding:3px 1px;',
        'color: #fff; background: #47c; padding:3px 0;',
      ];
      console.log.apply(console, args);
    } else if (window.console) {
      console.log(`${this.message} ${this.url}`);
    }
  }
}

const debounce = (callback, duration) => {
  var timer;
  return function(event) {
    clearTimeout(timer);
    timer = setTimeout(function(){
      callback(event);
    }, duration);
  };
};

const canvas = document.getElementById('canvas-webgl');
const renderer = new THREE.WebGLRenderer({
  antialias: false,
  canvas: canvas,
});
const renderBack1 = new THREE.WebGLRenderTarget(window.innerWidth, window.innerHeight);
const scene = new THREE.Scene();
const sceneBack = new THREE.Scene();
const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
const cameraBack = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 10000);
const clock = new THREE.Clock();

//
// process for this sketch.
//

const bgImg = new BackgroundImage();
const postEffect = new PostEffect(renderBack1.texture);
const consoleSignature = new ConsoleSignature();

//
// common process
//
const resizeWindow = () => {
  canvas.width = window.innerWidth;
  canvas.height = window.innerHeight;
  cameraBack.aspect = window.innerWidth / window.innerHeight;
  cameraBack.updateProjectionMatrix();
  bgImg.resize();
  postEffect.resize();
  renderBack1.setSize(window.innerWidth, window.innerHeight);
  renderer.setSize(window.innerWidth, window.innerHeight);
}
const render = () => {
  const time = clock.getDelta();
  renderer.render(sceneBack, cameraBack, renderBack1);
  postEffect.render(time);
  renderer.render(scene, camera);
}
const renderLoop = () => {
  render();
  requestAnimationFrame(renderLoop);
}

const on = () => {
  window.addEventListener('resize', debounce(() => {
    resizeWindow();
  }), 1000);
}

const init = () => {
  renderer.setSize(window.innerWidth, window.innerHeight);
  renderer.setClearColor(0x111111, 1.0);
  cameraBack.position.set(0, 0, 100);
  cameraBack.lookAt(new THREE.Vector3());

  bgImg.init('http://www.tplh.net/file/osaka01.jpg', () => {
    sceneBack.add(bgImg.obj);
    scene.add(postEffect.obj);
  })

  on();
  resizeWindow();
  renderLoop();
}
init();

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