添加关照、全局等高线、修改图层问题
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125
static/sdk/three/jsm/postprocessing/GlitchPass.js
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125
static/sdk/three/jsm/postprocessing/GlitchPass.js
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import {
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DataTexture,
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FloatType,
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MathUtils,
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RedFormat,
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ShaderMaterial,
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UniformsUtils
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { DigitalGlitch } from '../shaders/DigitalGlitch.js';
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class GlitchPass extends Pass {
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constructor( dt_size = 64 ) {
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super();
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const shader = DigitalGlitch;
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this.uniforms = UniformsUtils.clone( shader.uniforms );
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this.heightMap = this.generateHeightmap( dt_size );
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this.uniforms[ 'tDisp' ].value = this.heightMap;
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this.material = new 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 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 /*, deltaTime, maskActive */ ) {
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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 = MathUtils.randFloat( - Math.PI, Math.PI );
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this.uniforms[ 'seed_x' ].value = MathUtils.randFloat( - 1, 1 );
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this.uniforms[ 'seed_y' ].value = MathUtils.randFloat( - 1, 1 );
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this.uniforms[ 'distortion_x' ].value = MathUtils.randFloat( 0, 1 );
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this.uniforms[ 'distortion_y' ].value = 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 = MathUtils.randFloat( - Math.PI, Math.PI );
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this.uniforms[ 'distortion_x' ].value = MathUtils.randFloat( 0, 1 );
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this.uniforms[ 'distortion_y' ].value = MathUtils.randFloat( 0, 1 );
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this.uniforms[ 'seed_x' ].value = MathUtils.randFloat( - 0.3, 0.3 );
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this.uniforms[ 'seed_y' ].value = 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 = 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 );
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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 = MathUtils.randFloat( 0, 1 );
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data_arr[ i ] = val;
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}
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const texture = new DataTexture( data_arr, dt_size, dt_size, RedFormat, FloatType );
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texture.needsUpdate = true;
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return texture;
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}
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dispose() {
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this.material.dispose();
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this.heightMap.dispose();
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this.fsQuad.dispose();
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}
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}
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export { GlitchPass };
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