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104 lines
2.9 KiB
104 lines
2.9 KiB
( function () {
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class GlitchPass extends THREE.Pass {
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constructor( dt_size = 64 ) {
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super();
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if ( THREE.DigitalGlitch === undefined ) console.error( 'THREE.GlitchPass relies on THREE.DigitalGlitch' );
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const shader = THREE.DigitalGlitch;
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this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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this.uniforms[ 'tDisp' ].value = this.generateHeightmap( dt_size );
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this.material = new THREE.ShaderMaterial( {
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uniforms: this.uniforms,
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vertexShader: shader.vertexShader,
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fragmentShader: shader.fragmentShader
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} );
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this.fsQuad = new THREE.FullScreenQuad( this.material );
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this.goWild = false;
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this.curF = 0;
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this.generateTrigger();
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}
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render( renderer, writeBuffer, readBuffer
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/*, deltaTime, maskActive */
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) {
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this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
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this.uniforms[ 'seed' ].value = Math.random(); //default seeding
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this.uniforms[ 'byp' ].value = 0;
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if ( this.curF % this.randX == 0 || this.goWild == true ) {
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this.uniforms[ 'amount' ].value = Math.random() / 30;
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this.uniforms[ 'angle' ].value = THREE.MathUtils.randFloat( - Math.PI, Math.PI );
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this.uniforms[ 'seed_x' ].value = THREE.MathUtils.randFloat( - 1, 1 );
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this.uniforms[ 'seed_y' ].value = THREE.MathUtils.randFloat( - 1, 1 );
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this.uniforms[ 'distortion_x' ].value = THREE.MathUtils.randFloat( 0, 1 );
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this.uniforms[ 'distortion_y' ].value = THREE.MathUtils.randFloat( 0, 1 );
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this.curF = 0;
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this.generateTrigger();
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} else if ( this.curF % this.randX < this.randX / 5 ) {
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this.uniforms[ 'amount' ].value = Math.random() / 90;
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this.uniforms[ 'angle' ].value = THREE.MathUtils.randFloat( - Math.PI, Math.PI );
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this.uniforms[ 'distortion_x' ].value = THREE.MathUtils.randFloat( 0, 1 );
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this.uniforms[ 'distortion_y' ].value = THREE.MathUtils.randFloat( 0, 1 );
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this.uniforms[ 'seed_x' ].value = THREE.MathUtils.randFloat( - 0.3, 0.3 );
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this.uniforms[ 'seed_y' ].value = THREE.MathUtils.randFloat( - 0.3, 0.3 );
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} else if ( this.goWild == false ) {
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this.uniforms[ 'byp' ].value = 1;
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}
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this.curF ++;
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if ( this.renderToScreen ) {
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renderer.setRenderTarget( null );
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this.fsQuad.render( renderer );
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} else {
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renderer.setRenderTarget( writeBuffer );
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if ( this.clear ) renderer.clear();
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this.fsQuad.render( renderer );
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}
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}
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generateTrigger() {
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this.randX = THREE.MathUtils.randInt( 120, 240 );
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}
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generateHeightmap( dt_size ) {
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const data_arr = new Float32Array( dt_size * dt_size * 3 );
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const length = dt_size * dt_size;
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for ( let i = 0; i < length; i ++ ) {
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const val = THREE.MathUtils.randFloat( 0, 1 );
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data_arr[ i * 3 + 0 ] = val;
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data_arr[ i * 3 + 1 ] = val;
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data_arr[ i * 3 + 2 ] = val;
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}
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return new THREE.DataTexture( data_arr, dt_size, dt_size, THREE.RGBFormat, THREE.FloatType );
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}
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}
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THREE.GlitchPass = GlitchPass;
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} )();
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