text: import {
  	DataTexture,
  	FloatType,
  	MathUtils,
  	RGBFormat,
  	ShaderMaterial,
  	UniformsUtils
  } from '../../../build/three.module.js';
  import { Pass, FullScreenQuad } from './Pass.js';
  import { DigitalGlitch } from '../shaders/DigitalGlitch.js';
  
  class GlitchPass extends Pass {
  
  	constructor( dt_size = 64 ) {
  
  		super();
  
  		if ( DigitalGlitch === undefined ) console.error( 'THREE.GlitchPass relies on DigitalGlitch' );
  
  		const shader = DigitalGlitch;
  
  		this.uniforms = UniformsUtils.clone( shader.uniforms );
  
  		this.uniforms[ 'tDisp' ].value = this.generateHeightmap( dt_size );
  
  		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 */ ) {
  
  		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 * 3 );
  		const length = dt_size * dt_size;
  
  		for ( let i = 0; i < length; i ++ ) {
  
  			const val = MathUtils.randFloat( 0, 1 );
  			data_arr[ i * 3 + 0 ] = val;
  			data_arr[ i * 3 + 1 ] = val;
  			data_arr[ i * 3 + 2 ] = val;
  
  		}
  
  		return new DataTexture( data_arr, dt_size, dt_size, RGBFormat, FloatType );
  
  	}
  
  }
  
  export { GlitchPass };
  