Ajout du noise
This commit is contained in:
@@ -14,7 +14,7 @@ async function updateFromForm(){
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} else {
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} else {
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UI_GLITCHER.clearImage()
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UI_GLITCHER.clearImage()
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}
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}
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UI_GLITCHER.render()
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UI_GLITCHER.render()
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}
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}
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@@ -46,7 +46,7 @@ CANVAS.addEventListener("pointerdown", e => {
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let now = Date.now()
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let now = Date.now()
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if(lastCommit === null || now - lastCommit > 100){
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if(lastCommit === null || now - lastCommit > 100){
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let width = 20;
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let width = 50;
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if(e.pointerType == "touch"){
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if(e.pointerType == "touch"){
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width *= 2
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width *= 2
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}
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}
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@@ -55,8 +55,8 @@ CANVAS.addEventListener("pointerdown", e => {
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let deltaY = lastY !== undefined ? y - lastY : 0
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let deltaY = lastY !== undefined ? y - lastY : 0
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width += Math.max(Math.abs(deltaX), Math.abs(deltaY))
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width += Math.max(Math.abs(deltaX), Math.abs(deltaY))
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width += Math.random()*2
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//UI_GLITCHER.addGlitch(x + (Math.random() * width) - width/2, y + (Math.random() * width) - width/2, width)
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UI_GLITCHER.addGlitch(x, y, width)
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UI_GLITCHER.addGlitch(x, y, width)
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UI_GLITCHER.render()
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UI_GLITCHER.render()
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@@ -82,5 +82,11 @@ CANVAS.addEventListener("pointerdown", e => {
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applyGlitch(e)
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applyGlitch(e)
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})
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})
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/*function startRendering(){
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UI_GLITCHER.render()
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requestAnimationFrame(startRendering)
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}
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startRendering()*/
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setInterval(() => UI_GLITCHER.render(), 500)
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updateFromForm()
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updateFromForm()
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@@ -1,5 +1,6 @@
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varying highp vec2 vTextureCoord;
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varying highp vec2 vTextureCoord;
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uniform sampler2D uImageSampler;
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uniform sampler2D uImageSampler;
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uniform highp vec2 uWindowSize;
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void main() {
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void main() {
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gl_FragColor = texture2D(uImageSampler, vTextureCoord);
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gl_FragColor = texture2D(uImageSampler, vTextureCoord);
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@@ -1,3 +1,10 @@
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uniform highp vec2 uWindowSize;
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uniform sampler2D uVideoSampler;
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uniform sampler2D uNoiseSampler;
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uniform lowp vec4 uRandom;
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void main() {
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void main() {
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gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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gl_FragColor = texture2D(uVideoSampler, gl_FragCoord.xy/uWindowSize.xy)
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+ (texture2D(uNoiseSampler, (gl_FragCoord.xy/vec2(128, 128))+uRandom.zw) - 0.75)
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* texture2D(uNoiseSampler, (gl_FragCoord.xy/vec2(128, 128))+uRandom.xw);
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}
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}
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@@ -1,9 +1,13 @@
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attribute vec4 aVertexPosition;
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attribute vec2 aVertexPosition;
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attribute vec2 aTextureCoord;
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uniform vec2 uGlitchPosition;
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uniform vec2 uGlitchPosition;
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uniform float uGlitchWidth;
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uniform float uGlitchWidth;
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uniform lowp vec4 uRandom;
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uniform vec2 uImageRatio;
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uniform vec2 uImageRatio;
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varying highp vec2 vTextureCoord;
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void main() {
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void main() {
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vec2 vertex = aVertexPosition.xy;
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vec2 vertex = aVertexPosition.xy;
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@@ -11,6 +15,7 @@ void main() {
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vertex *= 0.001;
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vertex *= 0.001;
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vertex *= uGlitchWidth;
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vertex *= uGlitchWidth;
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vertex += uGlitchPosition;
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vertex += uGlitchPosition;
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vertex += uRandom.xy*0.01;
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gl_Position = vec4(vertex, -1.0, 1.0);
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gl_Position = vec4(vertex, -1.0, 1.0);
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}
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}
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@@ -1,5 +1,7 @@
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import resizeToFit from 'intrinsic-scale'
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import resizeToFit from 'intrinsic-scale'
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import noiseUrl from "../noise-power.png"
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import baseVertSource from "./base.vert?raw"
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import baseVertSource from "./base.vert?raw"
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import baseFragSource from "./base.frag?raw"
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import baseFragSource from "./base.frag?raw"
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@@ -11,17 +13,25 @@ export class Glitcher {
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/** @type {HTMLCanvasElement} */
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/** @type {HTMLCanvasElement} */
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canvas
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canvas
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gliches = []
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glitches = []
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/**
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/**
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* @param {HTMLCanvasElement} canvas
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* @param {HTMLCanvasElement} canvas
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*/
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*/
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constructor(canvas) {
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constructor(canvas) {
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this.canvas = canvas
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this.canvas = canvas
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this.videoCanvas = new OffscreenCanvas(10, 10);
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this.video = document.createElement("video")
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this.init()
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this.init()
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}
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}
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init(){
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init(){
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this.video.muted = true
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this.video.loop = true
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this.video.autoplay = true
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this.video.src = "/background.webm"
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this.video.addEventListener("canplay", e => this.video.play())
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this.ctx = this.canvas.getContext("webgl")
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this.ctx = this.canvas.getContext("webgl")
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if(!this.ctx){
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if(!this.ctx){
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throw new Error("WebGL isn't supported")
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throw new Error("WebGL isn't supported")
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@@ -56,13 +66,13 @@ export class Glitcher {
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aVertexPosition: this.ctx.getAttribLocation(baseProgram, "aVertexPosition"),
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aVertexPosition: this.ctx.getAttribLocation(baseProgram, "aVertexPosition"),
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aTextureCoord: this.ctx.getAttribLocation(baseProgram, "aTextureCoord"),
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aTextureCoord: this.ctx.getAttribLocation(baseProgram, "aTextureCoord"),
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uImageSampler: this.ctx.getUniformLocation(baseProgram, "uImageSampler"),
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uImageSampler: this.ctx.getUniformLocation(baseProgram, "uImageSampler"),
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uWindowSize: this.ctx.getUniformLocation(baseProgram, "uWindowSize"),
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imageTexture: imageTexture,
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imageTexture: imageTexture,
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panelUVBuffer: panelUVBuffer,
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panelUVBuffer: panelUVBuffer,
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panelPositionsBuffer: panelPositionBuffer
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panelPositionsBuffer: panelPositionBuffer,
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}
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}
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this.clearImage();
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this.clearImage();
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let glitchPositionBuffer = this.ctx.createBuffer()
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let glitchPositionBuffer = this.ctx.createBuffer()
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this.ctx.bindBuffer(this.ctx.ARRAY_BUFFER, glitchPositionBuffer)
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this.ctx.bindBuffer(this.ctx.ARRAY_BUFFER, glitchPositionBuffer)
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const glitchPosition = [
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const glitchPosition = [
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@@ -72,8 +82,41 @@ export class Glitcher {
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1.0, -1.0,
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1.0, -1.0,
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]
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]
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this.ctx.bufferData(this.ctx.ARRAY_BUFFER, new Float32Array(glitchPosition), this.ctx.STATIC_DRAW)
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this.ctx.bufferData(this.ctx.ARRAY_BUFFER, new Float32Array(glitchPosition), this.ctx.STATIC_DRAW)
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let glitchProgram = createProgram(this.ctx, glitchVertSource, glitchFragSource)
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let glitchProgram = createProgram(this.ctx, glitchVertSource, glitchFragSource)
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let videoFrameTexture = this.ctx.createTexture()
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let noiseTexture = this.ctx.createTexture()
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this.ctx.bindTexture(this.ctx.TEXTURE_2D, noiseTexture)
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this.ctx.texImage2D(
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this.ctx.TEXTURE_2D,
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0,
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this.ctx.RGBA,
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1, 1,
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0,
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this.ctx.RGBA,
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this.ctx.UNSIGNED_BYTE,
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new Uint8Array([0, 0, 0, 0])
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)
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let noiseImage = new Image()
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noiseImage.addEventListener("load", () => {
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this.ctx.bindTexture(this.ctx.TEXTURE_2D, this.glitch.noiseTexture)
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this.ctx.texImage2D(
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this.ctx.TEXTURE_2D,
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0,
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this.ctx.RGBA,
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this.ctx.RGBA,
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this.ctx.UNSIGNED_BYTE,
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noiseImage
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)
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this.ctx.texParameteri(this.ctx.TEXTURE_2D, this.ctx.TEXTURE_WRAP_S, this.ctx.REPEAT);
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this.ctx.texParameteri(this.ctx.TEXTURE_2D, this.ctx.TEXTURE_WRAP_T, this.ctx.REPEAT);
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this.ctx.texParameteri(this.ctx.TEXTURE_2D, this.ctx.TEXTURE_MIN_FILTER, this.ctx.NEAREST);
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this.ctx.texParameteri(this.ctx.TEXTURE_2D, this.ctx.TEXTURE_MAG_FILTER, this.ctx.NEAREST);
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})
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noiseImage.src = noiseUrl
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this.glitch = {
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this.glitch = {
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program: glitchProgram,
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program: glitchProgram,
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@@ -81,12 +124,20 @@ export class Glitcher {
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uGlitchPosition: this.ctx.getUniformLocation(glitchProgram, "uGlitchPosition"),
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uGlitchPosition: this.ctx.getUniformLocation(glitchProgram, "uGlitchPosition"),
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uGlitchWidth: this.ctx.getUniformLocation(glitchProgram, "uGlitchWidth"),
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uGlitchWidth: this.ctx.getUniformLocation(glitchProgram, "uGlitchWidth"),
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uImageRatio: this.ctx.getUniformLocation(glitchProgram, "uImageRatio"),
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uImageRatio: this.ctx.getUniformLocation(glitchProgram, "uImageRatio"),
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glitchPositionBuffer: glitchPositionBuffer
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uWindowSize: this.ctx.getUniformLocation(glitchProgram, "uWindowSize"),
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uVideoSampler: this.ctx.getUniformLocation(glitchProgram, "uVideoSampler"),
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uNoiseSampler: this.ctx.getUniformLocation(glitchProgram, "uNoiseSampler"),
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uRandom: this.ctx.getUniformLocation(glitchProgram, "uRandom"),
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glitchPositionBuffer: glitchPositionBuffer,
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videoFrameTexture: videoFrameTexture,
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noiseTexture: noiseTexture
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}
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}
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console.log(this.glitch)
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}
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}
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clearImage(){
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clearImage(){
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this.ctx.bindTexture(this.ctx.TEXTURE_2D, this.imageTexture)
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this.ctx.bindTexture(this.ctx.TEXTURE_2D, this.base.imageTexture)
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this.ctx.texImage2D(
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this.ctx.texImage2D(
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this.ctx.TEXTURE_2D,
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this.ctx.TEXTURE_2D,
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0,
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0,
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@@ -192,14 +243,39 @@ export class Glitcher {
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this.canvas.width = resize.width
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this.canvas.width = resize.width
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this.canvas.height = resize.height
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this.canvas.height = resize.height
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this.videoCanvas.width = this.canvas.width
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this.videoCanvas.height = this.canvas.height
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this.ctx.viewport(0, 0, this.canvas.width, this.canvas.height);
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this.ctx.viewport(0, 0, this.canvas.width, this.canvas.height);
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}
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}
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updateVideoTexture(){
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let vctx = this.videoCanvas.getContext("2d")
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vctx.clearRect(0, 0, this.videoCanvas.width, this.videoCanvas.height)
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vctx.drawImage(this.video, 0, 0, this.videoCanvas.width, this.videoCanvas.height);
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this.ctx.bindTexture(this.ctx.TEXTURE_2D, this.glitch.videoFrameTexture)
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this.ctx.texImage2D(
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this.ctx.TEXTURE_2D,
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0,
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this.ctx.RGBA,
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this.ctx.RGBA,
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this.ctx.UNSIGNED_BYTE,
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this.videoCanvas
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)
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this.ctx.texParameteri(this.ctx.TEXTURE_2D, this.ctx.TEXTURE_WRAP_S, this.ctx.CLAMP_TO_EDGE);
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this.ctx.texParameteri(this.ctx.TEXTURE_2D, this.ctx.TEXTURE_WRAP_T, this.ctx.CLAMP_TO_EDGE);
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this.ctx.texParameteri(this.ctx.TEXTURE_2D, this.ctx.TEXTURE_MIN_FILTER, this.ctx.LINEAR);
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this.ctx.texParameteri(this.ctx.TEXTURE_2D, this.ctx.TEXTURE_MAG_FILTER, this.ctx.LINEAR);
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}
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render(){
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render(){
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if(!this.ctx){
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if(!this.ctx){
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throw new Error("Glitcher not initialized, please run init()")
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throw new Error("Glitcher not initialized, please run init()")
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}
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}
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this.updateVideoTexture()
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this.ctx.clearColor(0.0, 0.0, 0.0, 0.0)
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this.ctx.clearColor(0.0, 0.0, 0.0, 0.0)
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this.ctx.clearDepth(1.0)
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this.ctx.clearDepth(1.0)
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this.ctx.enable(this.ctx.DEPTH_TEST)
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this.ctx.enable(this.ctx.DEPTH_TEST)
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@@ -233,7 +309,8 @@ export class Glitcher {
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this.ctx.activeTexture(this.ctx.TEXTURE0)
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this.ctx.activeTexture(this.ctx.TEXTURE0)
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this.ctx.bindTexture(this.ctx.TEXTURE_2D, this.base.imageTexture)
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this.ctx.bindTexture(this.ctx.TEXTURE_2D, this.base.imageTexture)
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this.ctx.uniform2f(this.base.uWindowSize, this.canvas.width, this.canvas.height)
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this.ctx.uniform1i(this.base.uImageSampler, 0)
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this.ctx.uniform1i(this.base.uImageSampler, 0)
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this.ctx.drawArrays(
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this.ctx.drawArrays(
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@@ -254,8 +331,17 @@ export class Glitcher {
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0, // (stride) how many bytes to get from one set of values to the next
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0, // (stride) how many bytes to get from one set of values to the next
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0, // Start offset
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0, // Start offset
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)
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)
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this.ctx.enableVertexAttribArray(this.glitch.aVertexPosition)
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this.ctx.enableVertexAttribArray(this.glitch.aVertexPosition)
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this.ctx.activeTexture(this.ctx.TEXTURE0)
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this.ctx.bindTexture(this.ctx.TEXTURE_2D, this.glitch.videoFrameTexture)
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this.ctx.uniform1i(this.glitch.uVideoSampler, 0)
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this.ctx.activeTexture(this.ctx.TEXTURE1)
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this.ctx.bindTexture(this.ctx.TEXTURE_2D, this.glitch.noiseTexture)
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this.ctx.uniform1i(this.glitch.uNoiseSampler, 1)
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this.ctx.uniform2f(this.glitch.uWindowSize, this.canvas.width, this.canvas.height)
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if(this.canvas.width > this.canvas.height){
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if(this.canvas.width > this.canvas.height){
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this.ctx.uniform2f(this.glitch.uImageRatio, 1.0, this.canvas.width/this.canvas.height)
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this.ctx.uniform2f(this.glitch.uImageRatio, 1.0, this.canvas.width/this.canvas.height)
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} else {
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} else {
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@@ -263,6 +349,9 @@ export class Glitcher {
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}
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}
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for(let glitch of this.glitches) {
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for(let glitch of this.glitches) {
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this.ctx.uniform4f(this.glitch.uRandom,
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Math.random(), Math.random(), Math.random(), Math.random()
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)
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this.ctx.uniform2f(this.glitch.uGlitchPosition, glitch.x, glitch.y)
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this.ctx.uniform2f(this.glitch.uGlitchPosition, glitch.x, glitch.y)
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this.ctx.uniform1f(this.glitch.uGlitchWidth, glitch.width)
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this.ctx.uniform1f(this.glitch.uGlitchWidth, glitch.width)
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this.ctx.drawArrays(
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this.ctx.drawArrays(
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Binary file not shown.
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After Width: | Height: | Size: 10 KiB |
Reference in New Issue
Block a user