/** * @author alteredq / http://alteredqualia.com/ */ THREE.GlitchPass = function ( dt_size ) { THREE.Pass.call( this ); if ( THREE.DigitalGlitch === undefined ) console.error( "THREE.GlitchPass relies on THREE.DigitalGlitch" ); var shader = THREE.DigitalGlitch; this.uniforms = THREE.UniformsUtils.clone( shader.uniforms ); if ( dt_size == undefined ) dt_size = 64; this.uniforms[ "tDisp" ].value = this.generateHeightmap( dt_size ); this.material = new THREE.ShaderMaterial( { uniforms: this.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader } ); this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); this.scene = new THREE.Scene(); this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null ); this.quad.frustumCulled = false; // Avoid getting clipped this.scene.add( this.quad ); this.goWild = false; this.curF = 0; this.generateTrigger(); }; THREE.GlitchPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), { constructor: THREE.GlitchPass, render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) { this.uniforms[ "tDiffuse" ].value = readBuffer.texture; this.uniforms[ 'seed' ].value = Math.random();//default seeding this.uniforms[ 'byp' ].value = 0; if ( this.curF % this.randX == 0 || this.goWild == true ) { this.uniforms[ 'amount' ].value = Math.random() / 30; this.uniforms[ 'angle' ].value = THREE.Math.randFloat( - Math.PI, Math.PI ); this.uniforms[ 'seed_x' ].value = THREE.Math.randFloat( - 1, 1 ); this.uniforms[ 'seed_y' ].value = THREE.Math.randFloat( - 1, 1 ); this.uniforms[ 'distortion_x' ].value = THREE.Math.randFloat( 0, 1 ); this.uniforms[ 'distortion_y' ].value = THREE.Math.randFloat( 0, 1 ); this.curF = 0; this.generateTrigger(); } else if ( this.curF % this.randX < this.randX / 5 ) { this.uniforms[ 'amount' ].value = Math.random() / 90; this.uniforms[ 'angle' ].value = THREE.Math.randFloat( - Math.PI, Math.PI ); this.uniforms[ 'distortion_x' ].value = THREE.Math.randFloat( 0, 1 ); this.uniforms[ 'distortion_y' ].value = THREE.Math.randFloat( 0, 1 ); this.uniforms[ 'seed_x' ].value = THREE.Math.randFloat( - 0.3, 0.3 ); this.uniforms[ 'seed_y' ].value = THREE.Math.randFloat( - 0.3, 0.3 ); } else if ( this.goWild == false ) { this.uniforms[ 'byp' ].value = 1; } this.curF ++; this.quad.material = this.material; if ( this.renderToScreen ) { renderer.render( this.scene, this.camera ); } else { renderer.render( this.scene, this.camera, writeBuffer, this.clear ); } }, generateTrigger: function() { this.randX = THREE.Math.randInt( 120, 240 ); }, generateHeightmap: function( dt_size ) { var data_arr = new Float32Array( dt_size * dt_size * 3 ); var length = dt_size * dt_size; for ( var i = 0; i < length; i ++ ) { var val = THREE.Math.randFloat( 0, 1 ); data_arr[ i * 3 + 0 ] = val; data_arr[ i * 3 + 1 ] = val; data_arr[ i * 3 + 2 ] = val; } var texture = new THREE.DataTexture( data_arr, dt_size, dt_size, THREE.RGBFormat, THREE.FloatType ); texture.needsUpdate = true; return texture; } } );