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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <title>three.js webgl - postprocessing - digital glitch</title>
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+ <meta charset="utf-8">
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+ <style>
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+ body {
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+ margin: 0px;
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+ background-color: #000000;
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+ overflow: hidden;
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+ }
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+
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+ div {
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+ position: absolute;
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+ z-index: 10;
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+ color: #fff;
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+ font-family: monospace;
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+ text-align: center;
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+ margin: 10px;
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+ width: 100%;
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+ }
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+
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+ label, input {
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+ cursor: pointer;
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+ }
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+ </style>
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+ </head>
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+ <body>
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+
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+ <script src="../build/three.min.js"></script>
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+
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+ <script src="js/shaders/CopyShader.js"></script>
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+ <script src="js/shaders/DigitalGlitch.js"></script>
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+
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+ <script src="js/postprocessing/EffectComposer.js"></script>
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+ <script src="js/postprocessing/RenderPass.js"></script>
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+ <script src="js/postprocessing/MaskPass.js"></script>
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+ <script src="js/postprocessing/ShaderPass.js"></script>
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+ <script src="js/postprocessing/GlitchPass.js"></script>
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+
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+ <div>
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+ <label for="dotScreen">Glitch me wild:</label><input id="wildGlitch" type="checkbox" onchange="updateOptions()"/><br />
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+ </div>
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+
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+ <script>
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+
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+ var camera, scene, renderer, composer;
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+ var object, light;
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+
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+ var glitchPass;
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+
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+ init();
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+ animate();
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+
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+ function updateOptions() {
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+ var wildGlitch = document.getElementById('wildGlitch');
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+ glitchPass.goWild=wildGlitch.checked;
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+ }
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+
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+ function init() {
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+
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+ renderer = new THREE.WebGLRenderer();
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ document.body.appendChild( renderer.domElement );
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+
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+ //
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+
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+ camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
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+ camera.position.z = 400;
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+
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+ scene = new THREE.Scene();
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+ scene.fog = new THREE.Fog( 0x000000, 1, 1000 );
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+
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+ object = new THREE.Object3D();
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+ scene.add( object );
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+
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+ var geometry = new THREE.SphereGeometry( 1, 4, 4 );
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+ var material = new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.FlatShading } );
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+
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+ for ( var i = 0; i < 100; i ++ ) {
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+ material = new THREE.MeshPhongMaterial( { color: 0xffffff * Math.random(), shading: THREE.FlatShading } );
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+
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+ var mesh = new THREE.Mesh( geometry, material );
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+ mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
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+ mesh.position.multiplyScalar( Math.random() * 400 );
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+ mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
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+ mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 50;
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+ object.add( mesh );
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+
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+ }
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+
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+ scene.add( new THREE.AmbientLight( 0x222222 ) );
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+
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+ light = new THREE.DirectionalLight( 0xffffff );
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+ light.position.set( 1, 1, 1 );
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+ scene.add( light );
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+
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+ // postprocessing
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+
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+ composer = new THREE.EffectComposer( renderer );
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+ composer.addPass( new THREE.RenderPass( scene, camera ) );
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+
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+ glitchPass = new THREE.GlitchPass();
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+ glitchPass.renderToScreen = true;
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+ composer.addPass( glitchPass );
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+
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+
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+ //
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+
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+ updateOptions();
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+
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+ }
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+
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+ function onWindowResize() {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+
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+ }
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+
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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ var time = Date.now();
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+
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+ object.rotation.x += 0.005;
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+ object.rotation.y += 0.01;
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+
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+ composer.render();
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+ //renderer.render(scene, camera);
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+
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+ }
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+
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+ </script>
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+ </body>
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+</html>
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