PIXI.PlasmaBeamFilter = 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 } }; // Shader by 4rknova (https://www.shadertoy.com/view/Xsl3WH) 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", "#ifdef GL_ES", "precision highp float;", "#endif", "#define AMPLITUDE 0.19", "#define WVELOCITY 1.0", "#define WAVEWIDTH 2.0", "#define THICKNESS 0.5", "void main(void)", "{", "vec2 uv = gl_FragCoord.xy / iResolution.xy;", "float h = sin((uv.x * WAVEWIDTH + iGlobalTime * WVELOCITY) * 2.5) * AMPLITUDE;", "float f = pow(THICKNESS * abs(0.1 / (uv.y * 2.0 - 1.0 + h)), 2.0);", "gl_FragColor = vec4(0.0, 0.0, f, 1.0);", "}"]; } PIXI.PlasmaBeamFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.PlasmaBeamFilter.prototype.constructor = PIXI.PlasmaBeamFilter; Object.defineProperty(PIXI.PlasmaBeamFilter.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/64x64.png'); } var filter; var sprite; function create() { sprite = game.add.sprite(0, 0, 'texture'); sprite.width = 800; sprite.height = 600; filter = new PIXI.PlasmaBeamFilter(sprite.width, sprite.height); sprite.filters = [filter]; } function update() { filter.iGlobalTime = game.time.totalElapsedSeconds(); } function render() { }