webgl_postprocessing_glitch.html 3.2 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - postprocessing - digital glitch</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <script src="../build/three.js"></script>
  11. <script src="js/shaders/CopyShader.js"></script>
  12. <script src="js/shaders/DigitalGlitch.js"></script>
  13. <script src="js/postprocessing/EffectComposer.js"></script>
  14. <script src="js/postprocessing/RenderPass.js"></script>
  15. <script src="js/postprocessing/MaskPass.js"></script>
  16. <script src="js/postprocessing/ShaderPass.js"></script>
  17. <script src="js/postprocessing/GlitchPass.js"></script>
  18. <div id="info">
  19. <label for="dotScreen">Glitch me wild:</label><input id="wildGlitch" type="checkbox" onchange="updateOptions()"/><br />
  20. </div>
  21. <script>
  22. var camera, scene, renderer, composer;
  23. var object, light;
  24. var glitchPass;
  25. init();
  26. animate();
  27. function updateOptions() {
  28. var wildGlitch = document.getElementById( 'wildGlitch' );
  29. glitchPass.goWild = wildGlitch.checked;
  30. }
  31. function init() {
  32. renderer = new THREE.WebGLRenderer();
  33. renderer.setPixelRatio( window.devicePixelRatio );
  34. renderer.setSize( window.innerWidth, window.innerHeight );
  35. document.body.appendChild( renderer.domElement );
  36. //
  37. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
  38. camera.position.z = 400;
  39. scene = new THREE.Scene();
  40. scene.fog = new THREE.Fog( 0x000000, 1, 1000 );
  41. object = new THREE.Object3D();
  42. scene.add( object );
  43. var geometry = new THREE.SphereBufferGeometry( 1, 4, 4 );
  44. for ( var i = 0; i < 100; i ++ ) {
  45. var material = new THREE.MeshPhongMaterial( { color: 0xffffff * Math.random(), flatShading: true } );
  46. var mesh = new THREE.Mesh( geometry, material );
  47. mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
  48. mesh.position.multiplyScalar( Math.random() * 400 );
  49. mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
  50. mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 50;
  51. object.add( mesh );
  52. }
  53. scene.add( new THREE.AmbientLight( 0x222222 ) );
  54. light = new THREE.DirectionalLight( 0xffffff );
  55. light.position.set( 1, 1, 1 );
  56. scene.add( light );
  57. // postprocessing
  58. composer = new THREE.EffectComposer( renderer );
  59. composer.addPass( new THREE.RenderPass( scene, camera ) );
  60. glitchPass = new THREE.GlitchPass();
  61. composer.addPass( glitchPass );
  62. //
  63. window.addEventListener( 'resize', onWindowResize, false );
  64. updateOptions();
  65. }
  66. function onWindowResize() {
  67. camera.aspect = window.innerWidth / window.innerHeight;
  68. camera.updateProjectionMatrix();
  69. renderer.setSize( window.innerWidth, window.innerHeight );
  70. composer.setSize( window.innerWidth, window.innerHeight );
  71. }
  72. function animate() {
  73. requestAnimationFrame( animate );
  74. object.rotation.x += 0.005;
  75. object.rotation.y += 0.01;
  76. composer.render();
  77. //renderer.render(scene, camera);
  78. }
  79. </script>
  80. </body>
  81. </html>