Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three-stdlib /postprocessing /GlitchPass.js
| var __defProp = Object.defineProperty; | |
| var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value; | |
| var __publicField = (obj, key, value) => { | |
| __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value); | |
| return value; | |
| }; | |
| import { Pass, FullScreenQuad } from "./Pass.js"; | |
| import { UniformsUtils, ShaderMaterial, MathUtils, DataTexture, RedFormat, FloatType } from "three"; | |
| import { DigitalGlitch } from "../shaders/DigitalGlitch.js"; | |
| class GlitchPass extends Pass { | |
| constructor(dt_size = 64) { | |
| super(); | |
| __publicField(this, "material"); | |
| __publicField(this, "fsQuad"); | |
| __publicField(this, "goWild"); | |
| __publicField(this, "curF"); | |
| __publicField(this, "randX"); | |
| __publicField(this, "uniforms"); | |
| this.uniforms = UniformsUtils.clone(DigitalGlitch.uniforms); | |
| this.uniforms["tDisp"].value = this.generateHeightmap(dt_size); | |
| this.material = new ShaderMaterial({ | |
| uniforms: this.uniforms, | |
| vertexShader: DigitalGlitch.vertexShader, | |
| fragmentShader: DigitalGlitch.fragmentShader | |
| }); | |
| this.fsQuad = new FullScreenQuad(this.material); | |
| this.goWild = false; | |
| this.curF = 0; | |
| this.generateTrigger(); | |
| } | |
| render(renderer, writeBuffer, readBuffer) { | |
| this.uniforms["tDiffuse"].value = readBuffer.texture; | |
| this.uniforms["seed"].value = Math.random(); | |
| 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); | |
| const length = dt_size * dt_size; | |
| for (let i = 0; i < length; i++) { | |
| const val = MathUtils.randFloat(0, 1); | |
| data_arr[i] = val; | |
| } | |
| const texture = new DataTexture(data_arr, dt_size, dt_size, RedFormat, FloatType); | |
| texture.needsUpdate = true; | |
| return texture; | |
| } | |
| } | |
| export { | |
| GlitchPass | |
| }; | |
| //# sourceMappingURL=GlitchPass.js.map | |
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