mirror of
https://github.com/tengge1/ShadowEditor.git
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117 lines
3.1 KiB
JavaScript
117 lines
3.1 KiB
JavaScript
/**
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* @author alteredq / http://alteredqualia.com/
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*/
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THREE.GlitchPass = function ( dt_size ) {
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THREE.Pass.call( this );
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if ( THREE.DigitalGlitch === undefined ) console.error( "THREE.GlitchPass relies on THREE.DigitalGlitch" );
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var shader = THREE.DigitalGlitch;
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this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
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if ( dt_size == undefined ) dt_size = 64;
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this.uniforms[ "tDisp" ].value = this.generateHeightmap( dt_size );
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this.material = new THREE.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.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
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this.scene = new THREE.Scene();
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this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
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this.quad.frustumCulled = false; // Avoid getting clipped
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this.scene.add( this.quad );
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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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THREE.GlitchPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
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constructor: THREE.GlitchPass,
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render: function ( renderer, writeBuffer, readBuffer, delta, 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 = THREE.Math.randFloat( - Math.PI, Math.PI );
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this.uniforms[ 'seed_x' ].value = THREE.Math.randFloat( - 1, 1 );
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this.uniforms[ 'seed_y' ].value = THREE.Math.randFloat( - 1, 1 );
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this.uniforms[ 'distortion_x' ].value = THREE.Math.randFloat( 0, 1 );
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this.uniforms[ 'distortion_y' ].value = THREE.Math.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 = THREE.Math.randFloat( - Math.PI, Math.PI );
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this.uniforms[ 'distortion_x' ].value = THREE.Math.randFloat( 0, 1 );
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this.uniforms[ 'distortion_y' ].value = THREE.Math.randFloat( 0, 1 );
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this.uniforms[ 'seed_x' ].value = THREE.Math.randFloat( - 0.3, 0.3 );
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this.uniforms[ 'seed_y' ].value = THREE.Math.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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this.quad.material = this.material;
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if ( this.renderToScreen ) {
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renderer.render( this.scene, this.camera );
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} else {
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renderer.render( this.scene, this.camera, writeBuffer, this.clear );
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}
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},
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generateTrigger: function() {
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this.randX = THREE.Math.randInt( 120, 240 );
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},
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generateHeightmap: function( dt_size ) {
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var data_arr = new Float32Array( dt_size * dt_size * 3 );
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var length = dt_size * dt_size;
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for ( var i = 0; i < length; i ++ ) {
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var val = THREE.Math.randFloat( 0, 1 );
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data_arr[ i * 3 + 0 ] = val;
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data_arr[ i * 3 + 1 ] = val;
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data_arr[ i * 3 + 2 ] = val;
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}
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var texture = new THREE.DataTexture( data_arr, dt_size, dt_size, THREE.RGBFormat, THREE.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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