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- /**
- * @author alteredq / http://alteredqualia.com/
- */
- import {
- DataTexture,
- FloatType,
- MathUtils,
- RGBFormat,
- ShaderMaterial,
- UniformsUtils
- } from "../../../build/three.module.js";
- import { Pass } from "../postprocessing/Pass.js";
- import { DigitalGlitch } from "../shaders/DigitalGlitch.js";
- var GlitchPass = function ( dt_size ) {
- Pass.call( this );
- if ( DigitalGlitch === undefined ) console.error( "GlitchPass relies on DigitalGlitch" );
- var shader = DigitalGlitch;
- this.uniforms = UniformsUtils.clone( shader.uniforms );
- if ( dt_size == undefined ) dt_size = 64;
- this.uniforms[ "tDisp" ].value = this.generateHeightmap( dt_size );
- this.material = new ShaderMaterial( {
- uniforms: this.uniforms,
- vertexShader: shader.vertexShader,
- fragmentShader: shader.fragmentShader
- } );
- this.fsQuad = new Pass.FullScreenQuad( this.material );
- this.goWild = false;
- this.curF = 0;
- this.generateTrigger();
- };
- GlitchPass.prototype = Object.assign( Object.create( Pass.prototype ), {
- constructor: GlitchPass,
- render: function ( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
- this.uniforms[ "tDiffuse" ].value = readBuffer.texture;
- this.uniforms[ 'seed' ].value = Math.random();//default seeding
- this.uniforms[ 'byp' ].value = 0;
- if ( this.curF % this.randX == 0 || this.goWild == true ) {
- this.uniforms[ 'amount' ].value = Math.random() / 30;
- this.uniforms[ 'angle' ].value = MathUtils.randFloat( - Math.PI, Math.PI );
- this.uniforms[ 'seed_x' ].value = MathUtils.randFloat( - 1, 1 );
- this.uniforms[ 'seed_y' ].value = MathUtils.randFloat( - 1, 1 );
- this.uniforms[ 'distortion_x' ].value = MathUtils.randFloat( 0, 1 );
- this.uniforms[ 'distortion_y' ].value = MathUtils.randFloat( 0, 1 );
- this.curF = 0;
- this.generateTrigger();
- } else if ( this.curF % this.randX < this.randX / 5 ) {
- this.uniforms[ 'amount' ].value = Math.random() / 90;
- this.uniforms[ 'angle' ].value = MathUtils.randFloat( - Math.PI, Math.PI );
- this.uniforms[ 'distortion_x' ].value = MathUtils.randFloat( 0, 1 );
- this.uniforms[ 'distortion_y' ].value = MathUtils.randFloat( 0, 1 );
- this.uniforms[ 'seed_x' ].value = MathUtils.randFloat( - 0.3, 0.3 );
- this.uniforms[ 'seed_y' ].value = MathUtils.randFloat( - 0.3, 0.3 );
- } else if ( this.goWild == false ) {
- this.uniforms[ 'byp' ].value = 1;
- }
- this.curF ++;
- if ( this.renderToScreen ) {
- renderer.setRenderTarget( null );
- this.fsQuad.render( renderer );
- } else {
- renderer.setRenderTarget( writeBuffer );
- if ( this.clear ) renderer.clear();
- this.fsQuad.render( renderer );
- }
- },
- generateTrigger: function () {
- this.randX = MathUtils.randInt( 120, 240 );
- },
- generateHeightmap: function ( dt_size ) {
- var data_arr = new Float32Array( dt_size * dt_size * 3 );
- var length = dt_size * dt_size;
- for ( var i = 0; i < length; i ++ ) {
- var val = MathUtils.randFloat( 0, 1 );
- data_arr[ i * 3 + 0 ] = val;
- data_arr[ i * 3 + 1 ] = val;
- data_arr[ i * 3 + 2 ] = val;
- }
- return new DataTexture( data_arr, dt_size, dt_size, RGBFormat, FloatType );
- }
- } );
- export { GlitchPass };
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