GlitchPass.js 3.1 KB

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  1. /**
  2. * @author alteredq / http://alteredqualia.com/
  3. */
  4. THREE.GlitchPass = function ( dt_size ) {
  5. THREE.Pass.call( this );
  6. if ( THREE.DigitalGlitch === undefined ) console.error( "THREE.GlitchPass relies on THREE.DigitalGlitch" );
  7. var shader = THREE.DigitalGlitch;
  8. this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  9. if ( dt_size == undefined ) dt_size = 64;
  10. this.uniforms[ "tDisp" ].value = this.generateHeightmap( dt_size );
  11. this.material = new THREE.ShaderMaterial( {
  12. uniforms: this.uniforms,
  13. vertexShader: shader.vertexShader,
  14. fragmentShader: shader.fragmentShader
  15. } );
  16. this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  17. this.scene = new THREE.Scene();
  18. this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
  19. this.quad.frustumCulled = false; // Avoid getting clipped
  20. this.scene.add( this.quad );
  21. this.goWild = false;
  22. this.curF = 0;
  23. this.generateTrigger();
  24. };
  25. THREE.GlitchPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  26. constructor: THREE.GlitchPass,
  27. render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
  28. this.uniforms[ "tDiffuse" ].value = readBuffer.texture;
  29. this.uniforms[ 'seed' ].value = Math.random();//default seeding
  30. this.uniforms[ 'byp' ].value = 0;
  31. if ( this.curF % this.randX == 0 || this.goWild == true ) {
  32. this.uniforms[ 'amount' ].value = Math.random() / 30;
  33. this.uniforms[ 'angle' ].value = THREE.Math.randFloat( - Math.PI, Math.PI );
  34. this.uniforms[ 'seed_x' ].value = THREE.Math.randFloat( - 1, 1 );
  35. this.uniforms[ 'seed_y' ].value = THREE.Math.randFloat( - 1, 1 );
  36. this.uniforms[ 'distortion_x' ].value = THREE.Math.randFloat( 0, 1 );
  37. this.uniforms[ 'distortion_y' ].value = THREE.Math.randFloat( 0, 1 );
  38. this.curF = 0;
  39. this.generateTrigger();
  40. } else if ( this.curF % this.randX < this.randX / 5 ) {
  41. this.uniforms[ 'amount' ].value = Math.random() / 90;
  42. this.uniforms[ 'angle' ].value = THREE.Math.randFloat( - Math.PI, Math.PI );
  43. this.uniforms[ 'distortion_x' ].value = THREE.Math.randFloat( 0, 1 );
  44. this.uniforms[ 'distortion_y' ].value = THREE.Math.randFloat( 0, 1 );
  45. this.uniforms[ 'seed_x' ].value = THREE.Math.randFloat( - 0.3, 0.3 );
  46. this.uniforms[ 'seed_y' ].value = THREE.Math.randFloat( - 0.3, 0.3 );
  47. } else if ( this.goWild == false ) {
  48. this.uniforms[ 'byp' ].value = 1;
  49. }
  50. this.curF ++;
  51. this.quad.material = this.material;
  52. if ( this.renderToScreen ) {
  53. renderer.render( this.scene, this.camera );
  54. } else {
  55. renderer.render( this.scene, this.camera, writeBuffer, this.clear );
  56. }
  57. },
  58. generateTrigger: function() {
  59. this.randX = THREE.Math.randInt( 120, 240 );
  60. },
  61. generateHeightmap: function( dt_size ) {
  62. var data_arr = new Float32Array( dt_size * dt_size * 3 );
  63. var length = dt_size * dt_size;
  64. for ( var i = 0; i < length; i ++ ) {
  65. var val = THREE.Math.randFloat( 0, 1 );
  66. data_arr[ i * 3 + 0 ] = val;
  67. data_arr[ i * 3 + 1 ] = val;
  68. data_arr[ i * 3 + 2 ] = val;
  69. }
  70. var texture = new THREE.DataTexture( data_arr, dt_size, dt_size, THREE.RGBFormat, THREE.FloatType );
  71. texture.needsUpdate = true;
  72. return texture;
  73. }
  74. } );