PIXI.FractalRayMarchFilter = function(width, height, texture) { 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 }}, iMouse: { type: 'f3', value: { x: 0, y: 0, z: 0 }}, iGlobalTime: { type: 'f', value: 1 }, iDate: { type: 'f4', value: dates }, iChannel0: { type: 'sampler2D', value: texture, wrap: 'repeat' } }; // Shader by liamboone (https://www.shadertoy.com/view/4sfGDS) 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];", "uniform sampler2D iChannel0;", "// add any extra uniforms here", "const float PI = 3.14159;", "const float EPS = 0.01;", "//Thanks to Inigo Quilez for the wonderful distance functions", "//[http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm]", "float sphere(vec3 pos, float rad)", "{", "return length(pos)-rad;", "}", "float torus(vec3 pos, vec2 rad)", "{", "vec2 q = vec2(length(pos.xz)-rad.x,pos.y);", "return length(q)-rad.y;", "}", "vec2 cmpSqr(vec2 a)", "{", "return vec2(a.x*a.x - a.y*a.y, 2.0*a.x*a.y);", "}", "vec2 cmpMul(vec2 a, vec2 b)", "{", "return vec2(a.x*b.x - a.y*b.y, a.x*b.y + b.x*a.y);", "}", "vec3 repeat(vec3 pos, vec3 c)", "{", "return mod(pos, c)-0.5*c;", "}", "float map(vec3 pos, out int material)", "{", "material = 0;", "vec3 q = repeat(pos, vec3(10.0));", "return min(sphere(pos, 2.0), min(max(sphere(q, 1.0),-torus(q,vec2(1.5, 1.0))),torus(q,vec2(1.5, 0.25))));", "}", "vec3 getNormal(vec3 p) {", "int m;", "return normalize(vec3(", "map(p + vec3(EPS, 0, 0), m) - map(p - vec3(EPS, 0, 0), m),", "map(p + vec3(0, EPS, 0), m) - map(p - vec3(0, EPS, 0), m),", "map(p + vec3(0, 0, EPS), m) - map(p - vec3(0, 0, EPS), m)));", "}", "void main(void)", "{", "float fovy = (70.0+sin(iGlobalTime*0.3)*50.0) / 2.0;", "float fovy_rad = fovy * PI / 180.0;", "//Define camera position and view", "vec3 eye = vec3(-10.0 + 5.0*cos(iGlobalTime), 10.0 + 5.0*sin(iGlobalTime*0.5), 2.0*sin(iGlobalTime*0.1));", "vec3 view = normalize(vec3(0.0) - eye);", "vec3 up = normalize(vec3(0.0, 1.0, 0.0));", "vec3 right = normalize(cross(view, up));", "up = normalize(cross(right, view));", "//Dolly zoom equation from wikipedia.org/wiki/Dolly_zoom", "float distFromTarget = 10.0;", "float scale = iResolution.x / iResolution.y / (2.0 * tan(fovy_rad));", "eye = vec3(0) - view*distFromTarget*scale;", "//Figure out where the ray should point", "vec2 uv = gl_FragCoord.xy / iResolution.xy;", "vec2 real_uv = (uv - 0.5) * 2.0;", "real_uv *= (iResolution.xy / iResolution.y);", "//Then point it there", "vec3 ray = (view * cos(fovy_rad)) +", "(up * real_uv.y * sin(fovy_rad)) +", "(right * real_uv.x * sin(fovy_rad));", "ray = normalize(ray);", "//Everything starts somewhere", "vec3 pos = eye;", "float dist = 999.0;", "float travel = 0.0;", "int material;", "//Engage!", "for(int i = 0; i < 100; i ++)", "{", "dist = map(pos, material);", "pos += ray * dist;// * 0.9;", "travel += dist;// * 0.9;", "}", "vec3 norm = getNormal(pos);", "gl_FragColor = vec4(mix(vec3(0.0), abs(norm), exp(-0.01*travel)), 1.0);", "}"]; } PIXI.FractalRayMarchFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.FractalRayMarchFilter.prototype.constructor = PIXI.FractalRayMarchFilter; Object.defineProperty(PIXI.FractalRayMarchFilter.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, render: render }); function preload() { game.load.image('texture', 'wip/tex00.jpg'); } var filter; var sprite; function create() { sprite = game.add.sprite(0, 0, 'texture'); sprite.width = 800; sprite.height = 600; filter = new PIXI.FractalRayMarchFilter(sprite.width, sprite.height, sprite.texture); sprite.filters = [filter]; } function update() { filter.iGlobalTime = game.time.totalElapsedSeconds(); filter.uniforms.iMouse.value.x = game.input.x; filter.uniforms.iMouse.value.y = game.input.y; } function render() { }