webgl_postprocessing_glitch.html 3.5 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. <style>
  8. body {
  9. margin: 0px;
  10. background-color: #000000;
  11. overflow: hidden;
  12. }
  13. div {
  14. position: absolute;
  15. z-index: 10;
  16. color: #fff;
  17. font-family: monospace;
  18. text-align: center;
  19. margin: 10px;
  20. width: 100%;
  21. }
  22. input { cursor: pointer; }
  23. </style>
  24. </head>
  25. <body>
  26. <script src="../build/three.js"></script>
  27. <script src="js/shaders/CopyShader.js"></script>
  28. <script src="js/shaders/DigitalGlitch.js"></script>
  29. <script src="js/postprocessing/EffectComposer.js"></script>
  30. <script src="js/postprocessing/RenderPass.js"></script>
  31. <script src="js/postprocessing/MaskPass.js"></script>
  32. <script src="js/postprocessing/ShaderPass.js"></script>
  33. <script src="js/postprocessing/GlitchPass.js"></script>
  34. <div>
  35. <label for="dotScreen">Glitch me wild:</label><input id="wildGlitch" type="checkbox" onchange="updateOptions()"/><br />
  36. </div>
  37. <script>
  38. var camera, scene, renderer, composer;
  39. var object, light;
  40. var glitchPass;
  41. init();
  42. animate();
  43. function updateOptions() {
  44. var wildGlitch = document.getElementById( 'wildGlitch' );
  45. glitchPass.goWild = wildGlitch.checked;
  46. }
  47. function init() {
  48. renderer = new THREE.WebGLRenderer();
  49. renderer.setPixelRatio( window.devicePixelRatio );
  50. renderer.setSize( window.innerWidth, window.innerHeight );
  51. document.body.appendChild( renderer.domElement );
  52. //
  53. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
  54. camera.position.z = 400;
  55. scene = new THREE.Scene();
  56. scene.fog = new THREE.Fog( 0x000000, 1, 1000 );
  57. object = new THREE.Object3D();
  58. scene.add( object );
  59. var geometry = new THREE.SphereBufferGeometry( 1, 4, 4 );
  60. for ( var i = 0; i < 100; i ++ ) {
  61. var material = new THREE.MeshPhongMaterial( { color: 0xffffff * Math.random(), flatShading: true } );
  62. var mesh = new THREE.Mesh( geometry, material );
  63. mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
  64. mesh.position.multiplyScalar( Math.random() * 400 );
  65. mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
  66. mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 50;
  67. object.add( mesh );
  68. }
  69. scene.add( new THREE.AmbientLight( 0x222222 ) );
  70. light = new THREE.DirectionalLight( 0xffffff );
  71. light.position.set( 1, 1, 1 );
  72. scene.add( light );
  73. // postprocessing
  74. composer = new THREE.EffectComposer( renderer );
  75. composer.addPass( new THREE.RenderPass( scene, camera ) );
  76. glitchPass = new THREE.GlitchPass();
  77. glitchPass.renderToScreen = true;
  78. composer.addPass( glitchPass );
  79. //
  80. window.addEventListener( 'resize', onWindowResize, false );
  81. updateOptions();
  82. }
  83. function onWindowResize() {
  84. camera.aspect = window.innerWidth / window.innerHeight;
  85. camera.updateProjectionMatrix();
  86. renderer.setSize( window.innerWidth, window.innerHeight );
  87. composer.setSize( window.innerWidth, window.innerHeight );
  88. }
  89. function animate() {
  90. requestAnimationFrame( animate );
  91. object.rotation.x += 0.005;
  92. object.rotation.y += 0.01;
  93. composer.render();
  94. //renderer.render(scene, camera);
  95. }
  96. </script>
  97. </body>
  98. </html>