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ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /postprocessing /GlitchPass.js
| import { | |
| DataTexture, | |
| FloatType, | |
| MathUtils, | |
| RedFormat, | |
| LuminanceFormat, | |
| ShaderMaterial, | |
| UniformsUtils | |
| } from 'three'; | |
| import { Pass, FullScreenQuad } from './Pass.js'; | |
| import { DigitalGlitch } from '../shaders/DigitalGlitch.js'; | |
| class GlitchPass extends Pass { | |
| constructor( dt_size = 64 ) { | |
| super(); | |
| const shader = DigitalGlitch; | |
| this.uniforms = UniformsUtils.clone( shader.uniforms ); | |
| this.heightMap = this.generateHeightmap( dt_size ); | |
| this.uniforms[ 'tDisp' ].value = this.heightMap; | |
| this.material = new ShaderMaterial( { | |
| uniforms: this.uniforms, | |
| vertexShader: shader.vertexShader, | |
| fragmentShader: shader.fragmentShader | |
| } ); | |
| this.fsQuad = new FullScreenQuad( this.material ); | |
| this.goWild = false; | |
| this.curF = 0; | |
| this.generateTrigger(); | |
| } | |
| render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) { | |
| if ( renderer.capabilities.isWebGL2 === false ) this.uniforms[ 'tDisp' ].value.format = LuminanceFormat; | |
| 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 = 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; | |
| } | |
| dispose() { | |
| this.material.dispose(); | |
| this.heightMap.dispose(); | |
| this.fsQuad.dispose(); | |
| } | |
| } | |
| export { GlitchPass }; | |
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