bytev-charts
Version:
基于echarts和JavaScript及ES6封装的一个可以直接调用的图表组件库,内置主题设计,简单快捷,且支持用户自定义配置; npm 安装方式: npm install bytev-charts 若启动提示还需额外install插件,则运行 npm install @babel/runtime-corejs2 即可;
60 lines (59 loc) • 3.11 kB
JavaScript
import "core-js/modules/es.array.join.js";
console.warn("THREE.DigitalGlitch: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation.");
/**
* RGB Shift Shader
* Shifts red and blue channels from center in opposite directions
* Ported from http://kriss.cx/tom/2009/05/rgb-shift/
* by Tom Butterworth / http://kriss.cx/tom/
*
* amount: shift distance (1 is width of input)
* angle: shift angle in radians
*/
THREE.DigitalGlitch = {
uniforms: {
"tDiffuse": {
value: null
},
//diffuse texture
"tDisp": {
value: null
},
//displacement texture for digital glitch squares
"byp": {
value: 0
},
//apply the glitch ?
"amount": {
value: 0.08
},
"angle": {
value: 0.02
},
"seed": {
value: 0.02
},
"seed_x": {
value: 0.02
},
//-1,1
"seed_y": {
value: 0.02
},
//-1,1
"distortion_x": {
value: 0.5
},
"distortion_y": {
value: 0.6
},
"col_s": {
value: 0.05
}
},
vertexShader: ["varying vec2 vUv;", "void main() {", " vUv = uv;", " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}"].join("\n"),
fragmentShader: ["uniform int byp;", //should we apply the glitch ?
"uniform sampler2D tDiffuse;", "uniform sampler2D tDisp;", "uniform float amount;", "uniform float angle;", "uniform float seed;", "uniform float seed_x;", "uniform float seed_y;", "uniform float distortion_x;", "uniform float distortion_y;", "uniform float col_s;", "varying vec2 vUv;", "float rand(vec2 co){", " return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);", "}", "void main() {", " if(byp<1) {", " vec2 p = vUv;", " float xs = floor(gl_FragCoord.x / 0.5);", " float ys = floor(gl_FragCoord.y / 0.5);", //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch
" vec4 normal = texture2D (tDisp, p*seed*seed);", " if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {", " if(seed_x>0.){", " p.y = 1. - (p.y + distortion_y);", " }", " else {", " p.y = distortion_y;", " }", " }", " if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {", " if(seed_y>0.){", " p.x=distortion_x;", " }", " else {", " p.x = 1. - (p.x + distortion_x);", " }", " }", " p.x+=normal.x*seed_x*(seed/5.);", " p.y+=normal.y*seed_y*(seed/5.);", //base from RGB shift shader
" vec2 offset = amount * vec2( cos(angle), sin(angle));", " vec4 cr = texture2D(tDiffuse, p + offset);", " vec4 cga = texture2D(tDiffuse, p);", " vec4 cb = texture2D(tDiffuse, p - offset);", " gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);", //add noise
" vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);", " gl_FragColor = gl_FragColor+ snow;", " }", " else {", " gl_FragColor=texture2D (tDiffuse, vUv);", " }", "}"].join("\n")
};