/** */ THREE.GlitchPass = function ( dt_size ) { if ( THREE.DigitalGlitch === undefined ) console.error( "THREE.GlitchPass relies on THREE.DigitalGlitch" ); var shader = THREE.DigitalGlitch; 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 }); console.log(this.material); this.enabled = true; this.renderToScreen = false; this.needsSwap = true; 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(); }; THREE.GlitchPass.prototype = { render: function ( renderer, writeBuffer, readBuffer, delta ) { this.uniforms[ "tDiffuse" ].value = readBuffer; 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, false ); } }, generateTrigger:function() { this.randX = THREE.Math.randInt(120, 240); }, generateHeightmap:function(dt_size) { var data_arr = new Float32Array( dt_size * dt_size * 3 ); console.log(dt_size); 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 ); console.log(texture); console.log(dt_size); texture.minFilter = THREE.NearestFilter; texture.magFilter = THREE.NearestFilter; texture.needsUpdate = true; texture.flipY = false; return texture; } };