PIXI.MetaBallsFilter = 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 triggerHLM (https://www.shadertoy.com/view/lsfGDH) 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", "#define stiffness 10.0 // Blobbiness factor (higher = stiffer balls)", "#define cfalloff 20.0 // Glow factor (higher = sharper, shorter glow)", "void main(void)", "{", "vec2 uv = gl_FragCoord.xy / iResolution.xy;", "// calculate some ball positions (sin is nice for animating)", "vec2 ballA = vec2(0.5+0.5*sin(iGlobalTime),0.5+0.5*cos(iGlobalTime));", "vec2 ballB = vec2(0.5+0.4*sin(iGlobalTime),0.5+0.4*cos(iGlobalTime*1.3));", "vec2 ballC = vec2(0.5+0.4*sin(iGlobalTime*2.0),0.5+0.4*cos(iGlobalTime*1.7));", "// calc range-based per-pixel values", "// subtract from length to make the ball bigger (every pixel closer)", "// clamp to avoid negative distances and fucky values", "// invert it so it's closeness to the ball", "// raise to power to sharpen the edge of the ball (more sudden falloff from 1.0)", "float r1 = pow(1.0-clamp(length(uv-ballA)-0.1,0.0,1.0),stiffness);", "float r2 = pow(1.0-clamp(length(uv-ballB)-0.05,0.0,1.0),stiffness);", "float r3 = pow(1.0-clamp(length(uv-ballC)-0.025,0.0,1.0),stiffness);", "// sum for blobbage!", "float v = r1+r2+r3;", "// calculate colour", "vec3 final = vec3(v,v,v);", "final.x = pow(v,cfalloff);", "final.y = pow(v,cfalloff);", "final.z = pow(v,cfalloff*0.4); // sharpen blue less, for a blue glow", "// gimme some pixels baby!", "gl_FragColor = vec4(final,1.0);", "}"]; } PIXI.MetaBallsFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.MetaBallsFilter.prototype.constructor = PIXI.MetaBallsFilter; Object.defineProperty(PIXI.MetaBallsFilter.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/tex07.jpg'); } var filter; var sprite; function create() { sprite = game.add.sprite(0, 0, 'texture'); sprite.width = 800; sprite.height = 600; filter = new PIXI.MetaBallsFilter(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() { }