PIXI.SineWaveFilter = 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 }}, iGlobalTime: { type: 'f', value: 1 }, iDate: { type: 'f4', value: dates }, iChannel0: { type: 'sampler2D', value: texture, wrap: 'repeat' } }; // Shader by Kali (https://www.shadertoy.com/view/4dfGDM) 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", "void main(void)", "{", "vec2 uv = gl_FragCoord.xy / iResolution.xy;", "uv.y += (sin((uv.x + (iGlobalTime * 0.5)) * 10.0) * 0.1) +", "(sin((uv.x + (iGlobalTime * 0.2)) * 32.0) * 0.01);", "vec4 texColor = texture2D(iChannel0, uv);", "gl_FragColor = texColor;", "}"]; } PIXI.SineWaveFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.SineWaveFilter.prototype.constructor = PIXI.SineWaveFilter; Object.defineProperty(PIXI.SineWaveFilter.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'); 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.SineWaveFilter(sprite.width, sprite.height, sprite.texture); sprite.filters = [filter]; } function update() { filter.iGlobalTime = game.time.totalElapsedSeconds(); } function render() { }