126 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			126 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| 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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| 
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| class GlitchPass extends Pass {
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| 
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| 	constructor( dt_size = 64 ) {
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| 
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| 		super();
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| 
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| 		const shader = DigitalGlitch;
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| 
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| 		this.uniforms = UniformsUtils.clone( shader.uniforms );
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| 
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| 		this.heightMap = this.generateHeightmap( dt_size );
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| 
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| 		this.uniforms[ 'tDisp' ].value = this.heightMap;
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| 
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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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| 
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| 		this.fsQuad = new FullScreenQuad( this.material );
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| 
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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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| 	}
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| 
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| 	render( renderer, writeBuffer, readBuffer /*, 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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| 
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| 		if ( this.curF % this.randX == 0 || this.goWild == true ) {
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| 
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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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| 
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| 		} else if ( this.curF % this.randX < this.randX / 5 ) {
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| 
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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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| 
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| 		} else if ( this.goWild == false ) {
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| 
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| 			this.uniforms[ 'byp' ].value = 1;
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| 
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| 		}
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| 
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| 		this.curF ++;
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| 
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| 		if ( this.renderToScreen ) {
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| 
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| 			renderer.setRenderTarget( null );
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| 			this.fsQuad.render( renderer );
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| 
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| 		} else {
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| 
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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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| 
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| 	}
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| 
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| 	generateTrigger() {
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| 
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| 		this.randX = MathUtils.randInt( 120, 240 );
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| 
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| 	}
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| 
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| 	generateHeightmap( dt_size ) {
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| 
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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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| 
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| 		for ( let i = 0; i < length; i ++ ) {
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| 
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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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| 		}
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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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| 	}
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| 
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| 	dispose() {
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| 
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| 		this.material.dispose();
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| 
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| 		this.heightMap.dispose();
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| 
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| 		this.fsQuad.dispose();
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| 
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| 	}
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| 
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| }
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| 
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| export { GlitchPass };
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