mirror of
https://github.com/wassname/phaser.git
synced 2026-08-11 11:23:06 +08:00
Updated Filter resolution to a 2f and added Blur and Marble filters.
This commit is contained in:
@@ -0,0 +1,51 @@
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/**
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* A horizontal blur filter by Mat Groves http://matgroves.com/ @Doormat23
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*/
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Phaser.Filter.BlurX = function (game) {
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Phaser.Filter.call(this, game);
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this.uniforms.blur = { type: '1f', value: 1 / 512 };
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this.fragmentSrc = [
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"precision mediump float;",
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"varying vec2 vTextureCoord;",
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"varying float vColor;",
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"uniform float blur;",
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"uniform sampler2D uSampler;",
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"void main(void) {",
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"vec4 sum = vec4(0.0);",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x - 4.0*blur, vTextureCoord.y)) * 0.05;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x - 3.0*blur, vTextureCoord.y)) * 0.09;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x - 2.0*blur, vTextureCoord.y)) * 0.12;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x - blur, vTextureCoord.y)) * 0.15;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x + blur, vTextureCoord.y)) * 0.15;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x + 2.0*blur, vTextureCoord.y)) * 0.12;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x + 3.0*blur, vTextureCoord.y)) * 0.09;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x + 4.0*blur, vTextureCoord.y)) * 0.05;",
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"gl_FragColor = sum;",
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"}"
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];
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};
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Phaser.Filter.BlurX.prototype = Object.create(Phaser.Filter.prototype);
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Phaser.Filter.BlurX.prototype.constructor = Phaser.Filter.BlurX;
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Object.defineProperty(Phaser.Filter.BlurX.prototype, 'blur', {
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get: function() {
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return this.uniforms.blur.value / (1/7000);
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},
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set: function(value) {
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this.uniforms.blur.value = (1/7000) * value;
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}
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});
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@@ -0,0 +1,52 @@
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/**
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* A vertical blur filter by Mat Groves http://matgroves.com/ @Doormat23
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*/
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Phaser.Filter.BlurY = function (game) {
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Phaser.Filter.call(this, game);
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this.uniforms.blur = { type: '1f', value: 1 / 512 };
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this.fragmentSrc = [
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"precision mediump float;",
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"varying vec2 vTextureCoord;",
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"varying float vColor;",
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"uniform float blur;",
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"uniform sampler2D uSampler;",
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"void main(void) {",
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"vec4 sum = vec4(0.0);",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 4.0*blur)) * 0.05;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 3.0*blur)) * 0.09;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 2.0*blur)) * 0.12;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - blur)) * 0.15;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + blur)) * 0.15;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 2.0*blur)) * 0.12;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 3.0*blur)) * 0.09;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 4.0*blur)) * 0.05;",
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"gl_FragColor = sum;",
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"}"
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];
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};
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Phaser.Filter.BlurY.prototype = Object.create(Phaser.Filter.prototype);
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Phaser.Filter.BlurY.prototype.constructor = Phaser.Filter.BlurY;
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Object.defineProperty(Phaser.Filter.BlurY.prototype, 'blur', {
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get: function() {
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return this.uniforms.blur.value / (1/7000);
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},
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set: function(value) {
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this.uniforms.blur.value = (1/7000) * value;
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}
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});
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@@ -14,7 +14,7 @@ Phaser.Filter.CheckerWave = function (game) {
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this.fragmentSrc = [
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"precision mediump float;",
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"uniform vec3 resolution;",
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"uniform vec2 resolution;",
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"uniform float time;",
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"uniform float alpha;",
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"uniform vec3 vrp;",
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@@ -122,7 +122,7 @@ Phaser.Filter.CheckerWave.prototype.setColor2 = function (red, green, blue) {
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}
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Object.defineProperty(Phaser.Filter.HueRotate.prototype, 'alpha', {
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Object.defineProperty(Phaser.Filter.CheckerWave.prototype, 'alpha', {
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get: function() {
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return this.uniforms.alpha.value;
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@@ -134,7 +134,7 @@ Object.defineProperty(Phaser.Filter.HueRotate.prototype, 'alpha', {
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});
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Object.defineProperty(Phaser.Filter.HueRotate.prototype, 'cameraX', {
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Object.defineProperty(Phaser.Filter.CheckerWave.prototype, 'cameraX', {
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get: function() {
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return this.uniforms.vrp.value.x;
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@@ -146,7 +146,7 @@ Object.defineProperty(Phaser.Filter.HueRotate.prototype, 'cameraX', {
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});
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Object.defineProperty(Phaser.Filter.HueRotate.prototype, 'cameraY', {
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Object.defineProperty(Phaser.Filter.CheckerWave.prototype, 'cameraY', {
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get: function() {
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return this.uniforms.vrp.value.y;
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@@ -158,7 +158,7 @@ Object.defineProperty(Phaser.Filter.HueRotate.prototype, 'cameraY', {
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});
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Object.defineProperty(Phaser.Filter.HueRotate.prototype, 'cameraZ', {
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Object.defineProperty(Phaser.Filter.CheckerWave.prototype, 'cameraZ', {
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get: function() {
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return this.uniforms.vrp.value.z;
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+1
-1
@@ -13,7 +13,7 @@ Phaser.Filter.Fire = function (game) {
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this.fragmentSrc = [
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"precision mediump float;",
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"uniform vec3 resolution;",
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"uniform vec2 resolution;",
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"uniform float time;",
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"uniform float alpha;",
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"uniform vec2 speed;",
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@@ -13,7 +13,7 @@ Phaser.Filter.HueRotate = function (game) {
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this.fragmentSrc = [
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"precision mediump float;",
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"uniform vec3 resolution;",
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"uniform vec2 resolution;",
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"uniform float time;",
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"uniform float alpha;",
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"uniform sampler2D iChannel0;",
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@@ -16,7 +16,7 @@ Phaser.Filter.LightBeam = function (game) {
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this.fragmentSrc = [
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"precision mediump float;",
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"uniform vec3 resolution;",
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"uniform vec2 resolution;",
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"uniform float time;",
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"uniform float alpha;",
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"uniform float thickness;",
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+59
-14
@@ -1,25 +1,32 @@
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/**
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* A sample demonstrating how to create new Phaser Filters.
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* Original shader from http://glsl.heroku.com/e#9213.0
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* Tweaked, uniforms added and converted to Phaser/PIXI by Richard Davey
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*/
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Phaser.Filter.Marble = function (game) {
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Phaser.Filter.call(this, game);
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//this.uniforms.divisor = { type: '1f', value: 0.5 };
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this.uniforms.alpha = { type: '1f', value: 1.0 }
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// Drives speed, higher number will make it slower.
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this.uniforms.fluid_speed = { type: '1f', value: 10.0 }
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this.uniforms.color_intensity = { type: '1f', value: 0.30 }
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// The fragment shader source
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this.fragmentSrc = [
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"precision mediump float;",
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"uniform vec3 resolution;",
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"uniform vec2 resolution;",
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"uniform float time;",
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"//uniform vec2 mouse;",
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"uniform vec2 mouse;",
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"uniform float alpha;",
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"uniform float fluid_speed;",
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"uniform float color_intensity;",
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"const int complexity = 40; // More points of color.",
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"const float mouse_factor = 25.0; // Makes it more/less jumpy.",
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"const float mouse_offset = 5.0; // Drives complexity in the amount of curls/cuves. Zero is a single whirlpool.",
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"const float fluid_speed = 45.0; // Drives speed, higher number will make it slower.",
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"const float color_intensity = 0.30;",
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"const float Pi = 3.14159;",
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@@ -32,22 +39,18 @@ Phaser.Filter.Marble = function (game) {
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"return sinApprox(x + 0.5 * Pi);",
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"}",
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"//vec3 mouse = vec3(0,0,0);",
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"void main()",
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"{",
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"vec2 p=(2.0*gl_FragCoord.xy-resolution)/max(resolution.x,resolution.y);",
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"for(int i=1;i<complexity;i++)",
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"{",
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"vec2 newp=p;",
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"//newp.x+=0.6/float(i)*sin(float(i)*p.y+time/fluid_speed+0.3*float(i))+mouse.y/mouse_factor+mouse_offset;",
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"//newp.y+=0.6/float(i)*sin(float(i)*p.x+time/fluid_speed+0.3*float(i+10))-mouse.x/mouse_factor+mouse_offset;",
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"newp.x+=0.6/float(i)*sin(float(i)*p.y+time/fluid_speed+0.3*float(i));",
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"newp.y+=0.6/float(i)*sin(float(i)*p.x+time/fluid_speed+0.3*float(i+10));",
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"newp.x+=0.6/float(i)*sin(float(i)*p.y+time/fluid_speed+0.3*float(i))+mouse.y/mouse_factor+mouse_offset;",
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"newp.y+=0.6/float(i)*sin(float(i)*p.x+time/fluid_speed+0.3*float(i+10))-mouse.x/mouse_factor+mouse_offset;",
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"p=newp;",
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"}",
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"vec3 col=vec3(color_intensity*sin(3.0*p.x)+color_intensity,color_intensity*sin(3.0*p.y)+color_intensity,color_intensity*sin(p.x+p.y)+color_intensity);",
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"gl_FragColor=vec4(col, 1.0);",
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"gl_FragColor=vec4(col, alpha);",
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"}"
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];
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@@ -56,8 +59,50 @@ Phaser.Filter.Marble = function (game) {
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Phaser.Filter.Marble.prototype = Object.create(Phaser.Filter.prototype);
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Phaser.Filter.Marble.prototype.constructor = Phaser.Filter.Marble;
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Phaser.Filter.Marble.prototype.init = function (width, height) {
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Phaser.Filter.Marble.prototype.init = function (width, height, speed, intensity) {
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this.setResolution(width, height);
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if (typeof speed === 'undefined') { speed = 10.0; }
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if (typeof intensity === 'undefined') { intensity = 0.30; }
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this.uniforms.fluid_speed.value = speed;
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this.uniforms.color_intensity.value = intensity;
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}
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Object.defineProperty(Phaser.Filter.Marble.prototype, 'alpha', {
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get: function() {
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return this.uniforms.alpha.value;
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},
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set: function(value) {
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this.uniforms.alpha.value = value;
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}
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});
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Object.defineProperty(Phaser.Filter.Marble.prototype, 'speed', {
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get: function() {
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return this.uniforms.fluid_speed.value;
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},
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set: function(value) {
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this.uniforms.fluid_speed.value = value;
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}
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});
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Object.defineProperty(Phaser.Filter.Marble.prototype, 'intensity', {
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get: function() {
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return this.uniforms.color_intensity.value;
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},
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set: function(value) {
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this.uniforms.color_intensity.value = value;
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}
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});
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+1
-1
@@ -13,7 +13,7 @@ Phaser.Filter.Tunnel = function (game) {
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this.fragmentSrc = [
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"precision mediump float;",
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"uniform vec3 resolution;",
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"uniform vec2 resolution;",
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"uniform float time;",
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"uniform sampler2D iChannel0;",
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"uniform float alpha;",
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