(function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;odistortion_x-col_s*seed) {\n if(seed_x>0.){\n p.y = 1. - (p.y + distortion_y);\n }\n else {\n p.y = distortion_y;\n }\n }\n\n if(p.xdistortion_y-col_s*seed) {\n if(seed_y>0.){\n p.x=distortion_x;\n }\n else {\n p.x = 1. - (p.x + distortion_x);\n }\n }\n\n p.x+=normal.x*seed_x*(seed/5.);\n p.y+=normal.y*seed_y*(seed/5.);\n\n //base from RGB shift shader\n\n vec2 offset = amount * vec2( cos(angle), sin(angle));\n vec4 cr = texture2D(tDiffuse, p + offset);\n vec4 cga = texture2D(tDiffuse, p);\n vec4 cb = texture2D(tDiffuse, p - offset);\n gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);\n\n //add noise\n vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);\n gl_FragColor = gl_FragColor+ snow;\n }\n else {\n gl_FragColor = texture2D (tDiffuse, vUv);\n }\n }\n ' }; var GlitchPass = function (_WHS$Pass) { _inherits(GlitchPass, _WHS$Pass); function GlitchPass(name, dt_size) { _classCallCheck(this, GlitchPass); var _this = _possibleConstructorReturn(this, (GlitchPass.__proto__ || Object.getPrototypeOf(GlitchPass)).call(this, name)); if (DigitalGlitchShader === undefined) console.error("THREE.GlitchPass relies on DigitalGlitchShader"); var shader = DigitalGlitchShader; _this.uniforms = THREE.UniformsUtils.clone(shader.uniforms); if (dt_size == undefined) dt_size = 64; _this.uniforms["tDisp"].value = _this.generateHeightmap(dt_size); _this.material = new THREE.ShaderMaterial({ uniforms: _this.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader }); _this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1); _this.scene = new THREE.Scene(); _this.quad = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2), null); _this.scene.add(_this.quad); _this.goWild = false; _this.curF = 0; _this.generateTrigger(); return _this; } _createClass(GlitchPass, [{ key: 'render', value: function render(renderer, writeBuffer, readBuffer, delta, 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.Math.randFloat(-Math.PI, Math.PI); this.uniforms['seed_x'].value = THREE.Math.randFloat(-1, 1); this.uniforms['seed_y'].value = THREE.Math.randFloat(-1, 1); this.uniforms['distortion_x'].value = THREE.Math.randFloat(0, 1); this.uniforms['distortion_y'].value = THREE.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 = THREE.Math.randFloat(-Math.PI, Math.PI); this.uniforms['distortion_x'].value = THREE.Math.randFloat(0, 1); this.uniforms['distortion_y'].value = THREE.Math.randFloat(0, 1); this.uniforms['seed_x'].value = THREE.Math.randFloat(-0.3, 0.3); this.uniforms['seed_y'].value = THREE.Math.randFloat(-0.3, 0.3); } else if (this.goWild == false) { this.uniforms['byp'].value = 1; } this.curF++; this.quad.material = this.material; if (this.renderToScreen) { renderer.render(this.scene, this.camera); } else { renderer.render(this.scene, this.camera, writeBuffer, this.clear); } } }, { key: 'generateTrigger', value: function generateTrigger() { this.randX = THREE.Math.randInt(120, 240); } }, { key: 'generateHeightmap', value: function generateHeightmap(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 = THREE.Math.randFloat(0, 1); data_arr[i * 3 + 0] = val; data_arr[i * 3 + 1] = val; data_arr[i * 3 + 2] = val; } var texture = new THREE.DataTexture(data_arr, dt_size, dt_size, THREE.RGBFormat, THREE.FloatType); texture.needsUpdate = true; return texture; } }]); return GlitchPass; }(WHS.Pass); // ----------------------------------------------------------------------------- // Game class // ----------------------------------------------------------------------------- var Game = function () { function Game(options) { _classCallCheck(this, Game); this.options = options; this.world = new WHS.World(options.world); this.createPostProcessing(); this.createGeometry(); } _createClass(Game, [{ key: 'createPostProcessing', value: function createPostProcessing() { var computedWidth = Number(this.world.params.width * this.world.params.rWidth).toFixed(); var computedHeight = Number(this.world.params.height * this.world.params.rHeight).toFixed(); var renderingPluginParams = { width: computedWidth, height: computedHeight, stats: this.world.params.stats, init: { stats: this.world.params.init.stats }, background: { color: 0x162129 } }; this.world.renderingPlugin = new WHS.PostProcessor(renderingPluginParams); this.postProcessor = this.world.renderingPlugin; this.postProcessor.createRenderPass(false); this.postProcessor.createPass(function (composer) { var pass = new GlitchPass('Glitch'); pass.renderToScreen = true; composer.addPass(pass); }); } }, { key: 'createGeometry', value: function createGeometry() { this.plane = new WHS.Plane(this.options.plane); this.plane.addTo(this.world); this.sphere = new WHS.Sphere(this.options.sphere); this.sphere.addTo(this.world); } }, { key: 'start', value: function start() { this.world.start(); this.world.setControls(new WHS.OrbitControls()); } }]); return Game; }(); // ----------------------------------------------------------------------------- // Application bootstrap // ----------------------------------------------------------------------------- var app = null; function bootstrap() { app.start(); } function configure() { return new Promise(function (resolve) { // some async config fetch could be done from here // ... // Create a Game instance with its conf app = new Game(conf); resolve(true); }); } configure().then(function () { return bootstrap(); }); },{"./globals":2}],2:[function(require,module,exports){ "use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.addAmbient = addAmbient; exports.addBasicLights = addBasicLights; exports.addPlane = addPlane; exports.addBoxPlane = addBoxPlane; var $world = exports.$world = { stats: "fps", // fps, ms, mb or false if not need. autoresize: "window", gravity: { // Physic gravity. x: 0, y: -100, z: 0 }, camera: { z: 50, // Move camera. y: 10 }, rendering: { background: { color: 0x162129 }, renderer: { antialias: true } }, shadowmap: { type: THREE.PCFSoftShadowMap } }; var $colors = exports.$colors = { bg: 0x162129, plane: 0x447F8B, mesh: 0xF2F2F2, softbody: 0x434B7F }; function addAmbient(world, intensity) { new WHS.AmbientLight({ light: { intensity: intensity } }).addTo(world); } function addBasicLights(world) { var intensity = arguments.length <= 1 || arguments[1] === undefined ? 0.5 : arguments[1]; var position = arguments.length <= 2 || arguments[2] === undefined ? [0, 10, 10] : arguments[2]; var distance = arguments.length <= 3 || arguments[3] === undefined ? 100 : arguments[3]; new WHS.PointLight({ light: { intensity: intensity, distance: distance }, shadowmap: { fov: 90 }, position: position }).addTo(world); addAmbient(world, 1 - intensity); } function addPlane(world) { var size = arguments.length <= 1 || arguments[1] === undefined ? 100 : arguments[1]; return new WHS.Plane({ geometry: { width: size, height: size }, mass: 0, material: { color: 0x447F8B, kind: 'phong' }, rotation: { x: -Math.PI / 2 } }).addTo(world); } function addBoxPlane(world) { var size = arguments.length <= 1 || arguments[1] === undefined ? 100 : arguments[1]; return new WHS.Box({ geometry: { width: size, height: 1, depth: size }, mass: 0, material: { color: 0x447F8B, kind: 'phong' } }).addTo(world); } },{}]},{},[1]);