PIXI.RayTracedBallsFilter = 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 benito_luna (https://www.shadertoy.com/view/MdX3Ws) 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", "precision highp float;", "precision highp int;", "const float PI = 3.14159265359;", "int T(vec3 o,vec3 d, out float t, out vec3 n){", "t=10000.;", "int m=0;", "float p=-o.z/d.z;", "if(.010.){", "//It does, compute the distance camera-sphere", "float s=-b-sqrt(q);", "if(s.01)", "{", "// So far this is the minimum distance, save it. And also", "// compute the bouncing ray vector into 'n'", "t=s,", "n=normalize(p2+d*t),", "m=2;", "}", "}", "}", "return m;", "}", "const float PI_2_DIV_3 = 1.0471975512;", "vec3 S(in vec3 o,in vec3 d, vec2 uv)", "{", "float t;", "vec3 n;", "vec3 cumulated_color = vec3(0.);", "//Search for an intersection ray Vs World.", "int m=T(o,d,t,n);", "float attenuationFactor = 1.0;", "float f = 0.;", "for(int i = 0; i<3; i++) //Max recursivity - 3 bounces", "{", "if(0==m) // m==0", "{", "return ( cumulated_color + attenuationFactor * vec3(.7,.6,1)*pow(1.-d.z,4.));", "}", "vec3 h = o+d*t; // h = intersection coordinate", "vec3 l = normalize(vec3(9.,9.,16.)+h*-1.); // 'l' = direction to light (with random delta for soft-shadows).", "vec3 r = d+n*(dot(n,d)*-2.); // r = The half-vector", "//Calculated the lambertian factor", "float b=dot(l,n);", "//Calculate illumination factor (lambertian coefficient > 0 or in shadow)?", "if(b<0.||T(h,l,t,n) !=0)", "b=0.;", "// Calculate the color 'p' with diffuse and specular component", "float p= 0.;", "if (b!=0.)", "{", "p = pow(dot(l,r),99.);", "}", "if(m==1){", "h=h*.2; //No sphere was hit and the ray was going downward: Generate a floor color", "float cond = (float(ceil(h.x + iGlobalTime)+ceil(h.y+iGlobalTime)));", "//if odd", "if (fract(cond/2.) == 0.)", "return (cumulated_color+attenuationFactor *vec3(3.,1.,1.)*(b*0.2+0.1));", "else", "return (cumulated_color+attenuationFactor*vec3(3.,3.,3.)*(b*0.2+0.1));", "}", "cumulated_color += attenuationFactor*vec3(p);", "attenuationFactor *= 0.5;", "o = h;", "d = r;", "m=T(h,r,t,n);", "f++;", "}", "return vec3(0.0);", "}", "const float inv_256 = 0.00390625;", "void main(void)", "{", "vec2 uv = gl_FragCoord.xy / iResolution.xy; //some optimization here to do", "vec3 g=normalize(vec3(-6.,-16.,0.)); // Camera direction", "vec3 a=normalize(cross(g,vec3(0.,0.,1.)))*.002; // Camera up vector...Seem Z is pointing up :/ WTF !", "vec3 b=normalize(cross(a,g))*.002; // The right vector, obtained via traditional cross-product", "vec3 c=(a+b)*-256.+g;", "vec3 p= vec3(13,13,13); // Default pixel color is almost pitch black", "highp vec3 t=a*0.5*99.+b*0.5*99.;", "p=64.*S(vec3(17.,16.,8.)+t,normalize(t*-1.+(a*(gl_FragCoord.x)+b*(gl_FragCoord.y)+c)*16.), uv)*3.5+p; // +p for color accumulation", "gl_FragColor = vec4(p * inv_256,1.0);", "}"]; } PIXI.RayTracedBallsFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.RayTracedBallsFilter.prototype.constructor = PIXI.RayTracedBallsFilter; Object.defineProperty(PIXI.RayTracedBallsFilter.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.RayTracedBallsFilter(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() { }