PIXI.StarFieldFilter = 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 Rebb / TRSI (https://www.shadertoy.com/view/XdX3Wn) 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", "const float tau = 6.28318530717958647692;", "// Gamma correction", "#define GAMMA (2.2)", "vec3 ToLinear( in vec3 col )", "{", "// simulate a monitor, converting colour values into light values", "return pow( col, vec3(GAMMA) );", "}", "vec3 ToGamma( in vec3 col )", "{", "// convert back into colour values, so the correct light will come out of the monitor", "return pow( col, vec3(1.0/GAMMA) );", "}", "vec4 Noise( in ivec2 x )", "{", "return texture2D( iChannel0, (vec2(x)+0.5)/256.0, -100.0 );", "}", "vec4 Rand( in int x )", "{", "vec2 uv;", "uv.x = (float(x)+0.5)/256.0;", "uv.y = (floor(uv.x)+0.5)/256.0;", "return texture2D( iChannel0, uv, -100.0 );", "}", "void main(void)", "{", "vec3 ray;", "ray.xy = 2.0*(gl_FragCoord.xy-iResolution.xy*.5)/iResolution.x;", "ray.z = 1.0;", "float offset = iGlobalTime*.5;", "float speed2 = (cos(offset)+1.0)*2.0;", "float speed = speed2+.1;", "offset += sin(offset)*.96;", "offset *= 2.0;", "vec3 col = vec3(0);", "vec3 stp = ray/max(abs(ray.x),abs(ray.y));", "vec3 pos = 2.0*stp+.5;", "for ( int i=0; i < 20; i++ )", "{", "float z = Noise(ivec2(pos.xy)).x;", "z = fract(z-offset);", "float d = 50.0*z-pos.z;", "float w = pow(max(0.0,1.0-8.0*length(fract(pos.xy)-.5)),2.0);", "vec3 c = max(vec3(0),vec3(1.0-abs(d+speed2*.5)/speed,1.0-abs(d)/speed,1.0-abs(d-speed2*.5)/speed));", "col += 1.5*(1.0-z)*c*w;", "pos += stp;", "}", "gl_FragColor = vec4(ToGamma(col),1.0);", "}"]; } PIXI.StarFieldFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.StarFieldFilter.prototype.constructor = PIXI.StarFieldFilter; Object.defineProperty(PIXI.StarFieldFilter.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/tex16.png'); } var filter; var sprite; function create() { sprite = game.add.sprite(0, 0, 'texture'); sprite.width = 800; sprite.height = 600; filter = new PIXI.StarFieldFilter(sprite.width, sprite.height, sprite.texture); sprite.filters = [filter]; } function update() { filter.iGlobalTime = game.time.totalElapsedSeconds(); } function render() { }