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@@ -2,7 +2,8 @@ import {
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DataTexture,
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DataTexture,
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FloatType,
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FloatType,
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MathUtils,
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MathUtils,
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- RGBFormat,
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+ RedFormat,
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+ LuminanceFormat,
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ShaderMaterial,
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ShaderMaterial,
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UniformsUtils
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UniformsUtils
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} from '../../../build/three.module.js';
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} from '../../../build/three.module.js';
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@@ -39,6 +40,8 @@ class GlitchPass extends Pass {
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render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
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render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
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+ if ( renderer.capabilities.isWebGL2 === false ) this.uniforms[ 'tDisp' ].value.format = LuminanceFormat;
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+
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this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
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this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
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this.uniforms[ 'seed' ].value = Math.random();//default seeding
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this.uniforms[ 'seed' ].value = Math.random();//default seeding
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this.uniforms[ 'byp' ].value = 0;
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this.uniforms[ 'byp' ].value = 0;
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@@ -94,19 +97,17 @@ class GlitchPass extends Pass {
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generateHeightmap( dt_size ) {
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generateHeightmap( dt_size ) {
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- const data_arr = new Float32Array( dt_size * dt_size * 3 );
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+ const data_arr = new Float32Array( dt_size * dt_size );
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const length = dt_size * dt_size;
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const length = dt_size * dt_size;
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for ( let i = 0; i < length; i ++ ) {
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for ( let i = 0; i < length; i ++ ) {
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const val = MathUtils.randFloat( 0, 1 );
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const val = MathUtils.randFloat( 0, 1 );
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- data_arr[ i * 3 + 0 ] = val;
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- data_arr[ i * 3 + 1 ] = val;
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- data_arr[ i * 3 + 2 ] = val;
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+ data_arr[ i ] = val;
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}
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}
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- const texture = new DataTexture( data_arr, dt_size, dt_size, RGBFormat, FloatType );
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+ const texture = new DataTexture( data_arr, dt_size, dt_size, RedFormat, FloatType );
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texture.needsUpdate = true;
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texture.needsUpdate = true;
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return texture;
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return texture;
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