PIXI.FlameFilter = function(width, height) { PIXI.AbstractFilter.call( this ); this.passes = [this]; var d = new Date(); var dates = [ d.getFullYear(), // the year (four digits) d.getMonth(), // the month (from 0-11) d.getDate(), // the day of the month (from 1-31) d.getHours()*60.0*60 + d.getMinutes()*60 + d.getSeconds() ]; this.uniforms = { iResolution: { type: 'f3', value: { x: width, y: height, z: 0 }}, iGlobalTime: { type: 'f', value: 1 }, iDate: { type: 'f4', value: dates } }; // This shader by XT95 (https://www.shadertoy.com/view/MdX3zr) this.fragmentSrc = [ "precision mediump float;", "uniform vec3 iResolution;", "uniform float iGlobalTime;", "uniform float iChannelTime[4];", "uniform vec4 iMouse;", "uniform vec4 iDate;", "uniform vec3 iChannelResolution[4];", "// add any extra uniforms here", "float noise(vec3 p) //Thx to Las^Mercury", "{", "vec3 i = floor(p);", "vec4 a = dot(i, vec3(1., 57., 21.)) + vec4(0., 57., 21., 78.);", "vec3 f = cos((p-i)*acos(-1.))*(-.5)+.5;", "a = mix(sin(cos(a)*a),sin(cos(1.+a)*(1.+a)), f.x);", "a.xy = mix(a.xz, a.yw, f.y);", "return mix(a.x, a.y, f.z);", "}", "//-----------------------------------------------------------------------------", "// Scene/Objects", "//-----------------------------------------------------------------------------", "float sphere(vec3 p, vec4 spr)", "{", "return length(spr.xyz-p) - spr.w;", "}", "float fire(vec3 p)", "{", "float d= sphere(p*vec3(1.,.5,1.), vec4(.0,-1.,.0,1.));", "return d+(noise(p+vec3(.0,iGlobalTime*2.,.0))+noise(p*3.)*.5)*.25*(p.y) ;", "}", "//-----------------------------------------------------------------------------", "// Raymarching tools", "//-----------------------------------------------------------------------------", "float scene(vec3 p)", "{", "return min(100.-length(p) , abs(fire(p)) );", "}", "vec4 Raymarche(vec3 org, vec3 dir)", "{", "float d=0.0;", "vec3 p=org;", "float glow = 0.0;", "float eps = 0.02;", "bool glowed=false;", "for(int i=0; i<64; i++)", "{", "d = scene(p) + eps;", "p += d * dir;", "if( d>eps )", "{", "if( fire(p) < .0)", "glowed=true;", "if(glowed)", "glow = float(i)/64.;", "}", "}", "return vec4(p,glow);", "}", "//-----------------------------------------------------------------------------", "// Main functions", "//-----------------------------------------------------------------------------", "void main()", "{", "vec2 v = -1.0 + 2.0 * gl_FragCoord.xy / iResolution.xy;", "v.x *= iResolution.x/iResolution.y;", "vec3 org = vec3(0.,-2.,4.);", "vec3 dir = normalize(vec3(v.x*1.6,-v.y,-1.5));", "vec4 p = Raymarche(org,dir);", "float glow = p.w;", "gl_FragColor = mix(vec4(0.), mix(vec4(1.,.5,.1,1.),vec4(0.1,.5,1.,1.),p.y*.02+.4), pow(glow*2.,4.));", "//gl_FragColor = mix(vec4(1.), mix(vec4(1.,.5,.1,1.),vec4(0.1,.5,1.,1.),p.y*.02+.4), pow(glow*2.,4.));", "}" ]; } PIXI.FlameFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.FlameFilter.prototype.constructor = PIXI.FlameFilter; Object.defineProperty(PIXI.FlameFilter.prototype, 'iGlobalTime', { get: function() { return this.uniforms.iGlobalTime.value; }, set: function(value) { this.uniforms.iGlobalTime.value = value; } }); var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); function preload() { game.load.image('texture', 'wip/64x64.png'); } var stars; var flame; function create() { flame = game.add.sprite(0, 0, 'texture'); flame.scale.setTo(10, 10); stars = new PIXI.FlameFilter(flame.width, flame.height); flame.filters = [stars]; } function update() { stars.iGlobalTime = game.time.totalElapsedSeconds(); }