| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104 | ( 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.uniforms[ 'tDisp' ].value = this.generateHeightmap( dt_size );			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 */		) {			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 * 3 );			const length = dt_size * dt_size;			for ( let i = 0; i < length; i ++ ) {				const val = THREE.MathUtils.randFloat( 0, 1 );				data_arr[ i * 3 + 0 ] = val;				data_arr[ i * 3 + 1 ] = val;				data_arr[ i * 3 + 2 ] = val;			}			return new THREE.DataTexture( data_arr, dt_size, dt_size, THREE.RGBFormat, THREE.FloatType );		}	}	THREE.GlitchPass = GlitchPass;} )();
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