GlitchPass.js 2.9 KB

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  1. THREE.GlitchPass = function ( dt_size ) {
  2. THREE.Pass.call( this );
  3. if ( THREE.DigitalGlitch === undefined ) console.error( 'THREE.GlitchPass relies on THREE.DigitalGlitch' );
  4. var shader = THREE.DigitalGlitch;
  5. this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  6. if ( dt_size == undefined ) dt_size = 64;
  7. this.uniforms[ 'tDisp' ].value = this.generateHeightmap( dt_size );
  8. this.material = new THREE.ShaderMaterial( {
  9. uniforms: this.uniforms,
  10. vertexShader: shader.vertexShader,
  11. fragmentShader: shader.fragmentShader
  12. } );
  13. this.fsQuad = new THREE.Pass.FullScreenQuad( this.material );
  14. this.goWild = false;
  15. this.curF = 0;
  16. this.generateTrigger();
  17. };
  18. THREE.GlitchPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  19. constructor: THREE.GlitchPass,
  20. render: function ( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
  21. this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
  22. this.uniforms[ 'seed' ].value = Math.random();//default seeding
  23. this.uniforms[ 'byp' ].value = 0;
  24. if ( this.curF % this.randX == 0 || this.goWild == true ) {
  25. this.uniforms[ 'amount' ].value = Math.random() / 30;
  26. this.uniforms[ 'angle' ].value = THREE.MathUtils.randFloat( - Math.PI, Math.PI );
  27. this.uniforms[ 'seed_x' ].value = THREE.MathUtils.randFloat( - 1, 1 );
  28. this.uniforms[ 'seed_y' ].value = THREE.MathUtils.randFloat( - 1, 1 );
  29. this.uniforms[ 'distortion_x' ].value = THREE.MathUtils.randFloat( 0, 1 );
  30. this.uniforms[ 'distortion_y' ].value = THREE.MathUtils.randFloat( 0, 1 );
  31. this.curF = 0;
  32. this.generateTrigger();
  33. } else if ( this.curF % this.randX < this.randX / 5 ) {
  34. this.uniforms[ 'amount' ].value = Math.random() / 90;
  35. this.uniforms[ 'angle' ].value = THREE.MathUtils.randFloat( - Math.PI, Math.PI );
  36. this.uniforms[ 'distortion_x' ].value = THREE.MathUtils.randFloat( 0, 1 );
  37. this.uniforms[ 'distortion_y' ].value = THREE.MathUtils.randFloat( 0, 1 );
  38. this.uniforms[ 'seed_x' ].value = THREE.MathUtils.randFloat( - 0.3, 0.3 );
  39. this.uniforms[ 'seed_y' ].value = THREE.MathUtils.randFloat( - 0.3, 0.3 );
  40. } else if ( this.goWild == false ) {
  41. this.uniforms[ 'byp' ].value = 1;
  42. }
  43. this.curF ++;
  44. if ( this.renderToScreen ) {
  45. renderer.setRenderTarget( null );
  46. this.fsQuad.render( renderer );
  47. } else {
  48. renderer.setRenderTarget( writeBuffer );
  49. if ( this.clear ) renderer.clear();
  50. this.fsQuad.render( renderer );
  51. }
  52. },
  53. generateTrigger: function () {
  54. this.randX = THREE.MathUtils.randInt( 120, 240 );
  55. },
  56. generateHeightmap: function ( dt_size ) {
  57. var data_arr = new Float32Array( dt_size * dt_size * 3 );
  58. var length = dt_size * dt_size;
  59. for ( var i = 0; i < length; i ++ ) {
  60. var val = THREE.MathUtils.randFloat( 0, 1 );
  61. data_arr[ i * 3 + 0 ] = val;
  62. data_arr[ i * 3 + 1 ] = val;
  63. data_arr[ i * 3 + 2 ] = val;
  64. }
  65. return new THREE.DataTexture( data_arr, dt_size, dt_size, THREE.RGBFormat, THREE.FloatType );
  66. }
  67. } );