/** * @author alteredq / http://alteredqualia.com/ */ import { DataTexture, FloatType, Math as _Math, RGBFormat, ShaderMaterial, UniformsUtils } from "../../../build/three.module.js"; import { Pass } from "../postprocessing/Pass.js"; import { DigitalGlitch } from "../shaders/DigitalGlitch.js"; var GlitchPass = function ( dt_size ) { Pass.call( this ); if ( DigitalGlitch === undefined ) console.error( "GlitchPass relies on DigitalGlitch" ); var shader = DigitalGlitch; this.uniforms = UniformsUtils.clone( shader.uniforms ); if ( dt_size == undefined ) dt_size = 64; this.uniforms[ "tDisp" ].value = this.generateHeightmap( dt_size ); this.material = new ShaderMaterial( { uniforms: this.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader } ); this.fsQuad = new Pass.FullScreenQuad( this.material ); this.goWild = false; this.curF = 0; this.generateTrigger(); }; GlitchPass.prototype = Object.assign( Object.create( Pass.prototype ), { constructor: GlitchPass, render: function ( renderer, writeBuffer, readBuffer /*, deltaTime, 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 = _Math.randFloat( - Math.PI, Math.PI ); this.uniforms[ 'seed_x' ].value = _Math.randFloat( - 1, 1 ); this.uniforms[ 'seed_y' ].value = _Math.randFloat( - 1, 1 ); this.uniforms[ 'distortion_x' ].value = _Math.randFloat( 0, 1 ); this.uniforms[ 'distortion_y' ].value = _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 = _Math.randFloat( - Math.PI, Math.PI ); this.uniforms[ 'distortion_x' ].value = _Math.randFloat( 0, 1 ); this.uniforms[ 'distortion_y' ].value = _Math.randFloat( 0, 1 ); this.uniforms[ 'seed_x' ].value = _Math.randFloat( - 0.3, 0.3 ); this.uniforms[ 'seed_y' ].value = _Math.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: function () { this.randX = _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 = _Math.randFloat( 0, 1 ); data_arr[ i * 3 + 0 ] = val; data_arr[ i * 3 + 1 ] = val; data_arr[ i * 3 + 2 ] = val; } return new DataTexture( data_arr, dt_size, dt_size, RGBFormat, FloatType ); } } ); export { GlitchPass };