PIXI.SineWaveFixedBaseFilter = 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 BrokenBit (https://www.shadertoy.com/view/MsXGzX) 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;", "// Flip-a-roo.", "uv.y *= -1.0;", "// Represents the v/y coord(0 to 1) that will not sway.", "float fixedBasePosY = 0.0;", "// Configs for you to get the sway just right.", "float speed = 3.0;", "float verticleDensity = 6.0;", "float swayIntensity = 0.2;", "// Putting it all together.", "float offsetX = sin(uv.y * verticleDensity + iGlobalTime * speed) * swayIntensity;", "// Offsettin the u/x coord.", "uv.x += offsetX * (uv.y - fixedBasePosY);", "gl_FragColor = texture2D(iChannel0, uv);", "}"]; } PIXI.SineWaveFixedBaseFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.SineWaveFixedBaseFilter.prototype.constructor = PIXI.SineWaveFixedBaseFilter; Object.defineProperty(PIXI.SineWaveFixedBaseFilter.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.SineWaveFixedBaseFilter(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() { }