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