Trying to get into some of my own shader work, but first trying to convert some of Vade's quartz composer glsl shaders for use in jitter. I'm really close with his 'analog glitch' effect, but I'm missing something crucial. It seems like I may be sampling only a single pixel instead of every pixel or something..but I'm not sure what variable name I didn't crossover correctly..most of the effect appears to work in terms of creating scanlines, but the spatial distortion isn't quite what it is in quartz.
Attached is the shader that I'm working on..it compiles fine and does do most of the effects, but should be doing a sort of strange spatial distortion as well..anyone have some suggestions? I've been checking the tutorials (ie tutorial 43: a slab of your very own) but I'm not sure how to zero in on the problem.