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- /**
- * @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;
- }
- } );
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