<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - postprocessing - digital glitch</title>
		<meta charset="utf-8">
		<style>
			body {
				margin: 0px;
				background-color: #000000;
				overflow: hidden;
			}

			div {
				position: absolute;
				z-index: 10;
				color: #fff;
				font-family: monospace;
				text-align: center;
				margin: 10px;
				width: 100%;
			}

			label, input {
				cursor: pointer;
			}
		</style>
	</head>
	<body>

		<script src="../build/three.min.js"></script>

		<script src="js/shaders/CopyShader.js"></script>
		<script src="js/shaders/DigitalGlitch.js"></script>

		<script src="js/postprocessing/EffectComposer.js"></script>
		<script src="js/postprocessing/RenderPass.js"></script>
		<script src="js/postprocessing/MaskPass.js"></script>
		<script src="js/postprocessing/ShaderPass.js"></script>
		<script src="js/postprocessing/GlitchPass.js"></script>

		<div>
			<label for="dotScreen">Glitch me wild:</label><input id="wildGlitch" type="checkbox" onchange="updateOptions()"/><br />
		</div>

		<script>

			var camera, scene, renderer, composer;
			var object, light;

			var glitchPass;

			init();
			animate();

			function updateOptions() {
				var wildGlitch = document.getElementById('wildGlitch');
				glitchPass.goWild=wildGlitch.checked;
			}

			function init() {

				renderer = new THREE.WebGLRenderer();
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				document.body.appendChild( renderer.domElement );

				//

				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
				camera.position.z = 400;

				scene = new THREE.Scene();
				scene.fog = new THREE.Fog( 0x000000, 1, 1000 );

				object = new THREE.Object3D();
				scene.add( object );

				var geometry = new THREE.SphereGeometry( 1, 4, 4 );
				var material = new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.FlatShading } );

				for ( var i = 0; i < 100; i ++ ) {
					material = new THREE.MeshPhongMaterial( { color: 0xffffff * Math.random(), shading: THREE.FlatShading } );

					var mesh = new THREE.Mesh( geometry, material );
					mesh.position.set( Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5 ).normalize();
					mesh.position.multiplyScalar( Math.random() * 400 );
					mesh.rotation.set( Math.random() * 2, Math.random() * 2, Math.random() * 2 );
					mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * 50;
					object.add( mesh );

				}

				scene.add( new THREE.AmbientLight( 0x222222 ) );

				light = new THREE.DirectionalLight( 0xffffff );
				light.position.set( 1, 1, 1 );
				scene.add( light );

				// postprocessing

				composer = new THREE.EffectComposer( renderer );
				composer.addPass( new THREE.RenderPass( scene, camera ) );

				glitchPass = new THREE.GlitchPass();
				glitchPass.renderToScreen = true;
				composer.addPass( glitchPass );


				//

				window.addEventListener( 'resize', onWindowResize, false );

				updateOptions();

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );


			}

			function animate() {

				requestAnimationFrame( animate );

				var time = Date.now();

				object.rotation.x += 0.005;
				object.rotation.y += 0.01;

				composer.render();
				//renderer.render(scene, camera);

			}

		</script>
	</body>
</html>