Initial project import
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83
node_modules/three-stdlib/postprocessing/GlitchPass.js
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83
node_modules/three-stdlib/postprocessing/GlitchPass.js
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var __defProp = Object.defineProperty;
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var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
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var __publicField = (obj, key, value) => {
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__defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
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return value;
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};
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import { Pass, FullScreenQuad } from "./Pass.js";
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import { UniformsUtils, ShaderMaterial, MathUtils, DataTexture, RedFormat, FloatType } from "three";
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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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__publicField(this, "material");
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__publicField(this, "fsQuad");
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__publicField(this, "goWild");
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__publicField(this, "curF");
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__publicField(this, "randX");
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__publicField(this, "uniforms");
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this.uniforms = UniformsUtils.clone(DigitalGlitch.uniforms);
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this.uniforms["tDisp"].value = this.generateHeightmap(dt_size);
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this.material = new ShaderMaterial({
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uniforms: this.uniforms,
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vertexShader: DigitalGlitch.vertexShader,
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fragmentShader: DigitalGlitch.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) {
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this.uniforms["tDiffuse"].value = readBuffer.texture;
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this.uniforms["seed"].value = Math.random();
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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)
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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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}
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export {
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GlitchPass
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};
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//# sourceMappingURL=GlitchPass.js.map
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