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( function () {
class GlitchPass extends THREE.Pass {
constructor( dt_size = 64 ) {
super();
if ( THREE.DigitalGlitch === undefined ) console.error( 'THREE.GlitchPass relies on THREE.DigitalGlitch' );
const shader = THREE.DigitalGlitch;
this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
this.heightMap = this.generateHeightmap( dt_size );
this.uniforms[ 'tDisp' ].value = this.heightMap;
this.material = new THREE.ShaderMaterial( {
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
this.fsQuad = new THREE.FullScreenQuad( this.material );
this.goWild = false;
this.curF = 0;
this.generateTrigger();
}
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
if ( renderer.capabilities.isWebGL2 === false ) this.uniforms[ 'tDisp' ].value.format = THREE.LuminanceFormat;
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.MathUtils.randFloat( - Math.PI, Math.PI );
this.uniforms[ 'seed_x' ].value = THREE.MathUtils.randFloat( - 1, 1 );
this.uniforms[ 'seed_y' ].value = THREE.MathUtils.randFloat( - 1, 1 );
this.uniforms[ 'distortion_x' ].value = THREE.MathUtils.randFloat( 0, 1 );
this.uniforms[ 'distortion_y' ].value = THREE.MathUtils.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.MathUtils.randFloat( - Math.PI, Math.PI );
this.uniforms[ 'distortion_x' ].value = THREE.MathUtils.randFloat( 0, 1 );
this.uniforms[ 'distortion_y' ].value = THREE.MathUtils.randFloat( 0, 1 );
this.uniforms[ 'seed_x' ].value = THREE.MathUtils.randFloat( - 0.3, 0.3 );
this.uniforms[ 'seed_y' ].value = THREE.MathUtils.randFloat( - 0.3, 0.3 );
} else if ( this.goWild == false ) {
this.uniforms[ 'byp' ].value = 1;
}
this.curF ++;
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this.fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
this.fsQuad.render( renderer );
}
}
generateTrigger() {
this.randX = THREE.MathUtils.randInt( 120, 240 );
}
generateHeightmap( dt_size ) {
const data_arr = new Float32Array( dt_size * dt_size );
const length = dt_size * dt_size;
for ( let i = 0; i < length; i ++ ) {
const val = THREE.MathUtils.randFloat( 0, 1 );
data_arr[ i ] = val;
}
const texture = new THREE.DataTexture( data_arr, dt_size, dt_size, THREE.RedFormat, THREE.FloatType );
texture.needsUpdate = true;
return texture;
}
dispose() {
this.material.dispose();
this.heightMap.dispose();
this.fsQuad.dispose();
}
}
THREE.GlitchPass = GlitchPass;
} )();