|
@@ -21,8 +21,6 @@ THREE.GlitchPass = function ( dt_size ) {
|
|
|
fragmentShader: shader.fragmentShader
|
|
|
} );
|
|
|
|
|
|
- console.log( this.material );
|
|
|
-
|
|
|
this.enabled = true;
|
|
|
this.renderToScreen = false;
|
|
|
this.needsSwap = true;
|
|
@@ -95,7 +93,6 @@ THREE.GlitchPass.prototype = {
|
|
|
generateHeightmap: function( dt_size ) {
|
|
|
|
|
|
var data_arr = new Float32Array( dt_size * dt_size * 3 );
|
|
|
- console.log( dt_size );
|
|
|
var length = dt_size * dt_size;
|
|
|
|
|
|
for ( var i = 0; i < length; i ++ ) {
|
|
@@ -108,8 +105,6 @@ THREE.GlitchPass.prototype = {
|
|
|
}
|
|
|
|
|
|
var texture = new THREE.DataTexture( data_arr, dt_size, dt_size, THREE.RGBFormat, THREE.FloatType );
|
|
|
- console.log( texture );
|
|
|
- console.log( dt_size );
|
|
|
texture.needsUpdate = true;
|
|
|
return texture;
|
|
|
|