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			129 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			129 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
import {
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	DataTexture,
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	FloatType,
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	MathUtils,
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	RedFormat,
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	LuminanceFormat,
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	ShaderMaterial,
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	UniformsUtils
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} from 'three';
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import { Pass, FullScreenQuad } from './Pass.js';
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import { DigitalGlitch } from '../shaders/DigitalGlitch.js';
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class GlitchPass extends Pass {
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	constructor( dt_size = 64 ) {
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		super();
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		const shader = DigitalGlitch;
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		this.uniforms = UniformsUtils.clone( shader.uniforms );
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		this.heightMap = this.generateHeightmap( dt_size );
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		this.uniforms[ 'tDisp' ].value = this.heightMap;
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		this.material = new 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.fsQuad = new FullScreenQuad( this.material );
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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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	render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
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		if ( renderer.capabilities.isWebGL2 === false ) this.uniforms[ 'tDisp' ].value.format = LuminanceFormat;
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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 = MathUtils.randFloat( - Math.PI, Math.PI );
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			this.uniforms[ 'seed_x' ].value = MathUtils.randFloat( - 1, 1 );
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			this.uniforms[ 'seed_y' ].value = MathUtils.randFloat( - 1, 1 );
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			this.uniforms[ 'distortion_x' ].value = MathUtils.randFloat( 0, 1 );
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			this.uniforms[ 'distortion_y' ].value = MathUtils.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 = MathUtils.randFloat( - Math.PI, Math.PI );
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			this.uniforms[ 'distortion_x' ].value = MathUtils.randFloat( 0, 1 );
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			this.uniforms[ 'distortion_y' ].value = MathUtils.randFloat( 0, 1 );
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			this.uniforms[ 'seed_x' ].value = MathUtils.randFloat( - 0.3, 0.3 );
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			this.uniforms[ 'seed_y' ].value = MathUtils.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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		if ( this.renderToScreen ) {
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			renderer.setRenderTarget( null );
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			this.fsQuad.render( renderer );
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		} else {
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			renderer.setRenderTarget( writeBuffer );
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			if ( this.clear ) renderer.clear();
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			this.fsQuad.render( renderer );
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		}
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	}
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	generateTrigger() {
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		this.randX = MathUtils.randInt( 120, 240 );
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	}
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	generateHeightmap( dt_size ) {
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		const data_arr = new Float32Array( dt_size * dt_size );
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		const length = dt_size * dt_size;
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		for ( let i = 0; i < length; i ++ ) {
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			const val = MathUtils.randFloat( 0, 1 );
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			data_arr[ i ] = val;
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		}
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		const texture = new DataTexture( data_arr, dt_size, dt_size, RedFormat, FloatType );
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		texture.needsUpdate = true;
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		return texture;
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	}
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	dispose() {
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		this.material.dispose();
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		this.heightMap.dispose();
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		this.fsQuad.dispose();
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	}
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}
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export { GlitchPass };
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