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							- import {
 
- 	DataTexture,
 
- 	FloatType,
 
- 	MathUtils,
 
- 	RGBFormat,
 
- 	ShaderMaterial,
 
- 	UniformsUtils
 
- } from '../../../build/three.module.js';
 
- import { Pass, FullScreenQuad } from './Pass.js';
 
- import { DigitalGlitch } from '../shaders/DigitalGlitch.js';
 
- class GlitchPass extends Pass {
 
- 	constructor( dt_size = 64 ) {
 
- 		super();
 
- 		if ( DigitalGlitch === undefined ) console.error( 'THREE.GlitchPass relies on DigitalGlitch' );
 
- 		const shader = DigitalGlitch;
 
- 		this.uniforms = UniformsUtils.clone( shader.uniforms );
 
- 		this.uniforms[ 'tDisp' ].value = this.generateHeightmap( dt_size );
 
- 		this.material = new ShaderMaterial( {
 
- 			uniforms: this.uniforms,
 
- 			vertexShader: shader.vertexShader,
 
- 			fragmentShader: shader.fragmentShader
 
- 		} );
 
- 		this.fsQuad = new 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 = MathUtils.randFloat( - Math.PI, Math.PI );
 
- 			this.uniforms[ 'seed_x' ].value = MathUtils.randFloat( - 1, 1 );
 
- 			this.uniforms[ 'seed_y' ].value = MathUtils.randFloat( - 1, 1 );
 
- 			this.uniforms[ 'distortion_x' ].value = MathUtils.randFloat( 0, 1 );
 
- 			this.uniforms[ 'distortion_y' ].value = 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 = MathUtils.randFloat( - Math.PI, Math.PI );
 
- 			this.uniforms[ 'distortion_x' ].value = MathUtils.randFloat( 0, 1 );
 
- 			this.uniforms[ 'distortion_y' ].value = MathUtils.randFloat( 0, 1 );
 
- 			this.uniforms[ 'seed_x' ].value = MathUtils.randFloat( - 0.3, 0.3 );
 
- 			this.uniforms[ 'seed_y' ].value = 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 = 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 = MathUtils.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 };
 
 
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