PIXI.TunnelFilter = 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: 'nearest-repeat' } }; // Shader by reiska (https://www.shadertoy.com/view/4sX3z7) 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)", "{", "float cameraPinch = 1.0; // values between 0 - 2, this will modify (pinch) the view", "float cameraZPinch = 1.0; //", "float cameraZFactor = 1.0; // 0-1", "float zoomFactor = 1.0; // large values will create a kaleidoscopic effect!", "float texCoordUScale = 0.125;", "float texCoordVScale = 1.0;", "float texCoordUMoveSpeed = 0.20;", "float texCoordVMoveSpeed = -0.125;", "float cameraRotationSpeed = 0.5; // 0.0 to switch off rotation (look straight ahead)", "float tunnelPinch = 2.0; // 1.0 = round tunnel, change the value to modify the shape", "float spikeCount = 5.0;", "float spikeFactor = sin(iGlobalTime) * 0.1; // 0.0 to switch off spikes", "vec3 fogColor = vec3(0.0, 0.0, 0.0);", "float fogPower = 10.0;", "vec2 coord = 2.0 * ((gl_FragCoord.xy / iResolution.xy) - vec2(0.5, 0.5));", "float aspectRatio = iResolution.x / iResolution.y;", "coord.x *= aspectRatio;", "coord *= zoomFactor;", "coord = vec2(sign(coord.x) * pow(abs(coord.x), cameraPinch), sign(coord.y) * pow(abs(coord.y), cameraPinch));", "// camera angles", "float camAng = iGlobalTime * cameraRotationSpeed;", "// camera rotation vectors", "vec3 cx = vec3(cos(camAng), 0.0, -sin(camAng));", "vec3 cy = vec3(0.0, 1.0, 0.0);", "vec3 cz = vec3(sin(camAng), 0.0, cos(camAng));", "mat3 cameraRot =", "mat3(", "cx.x, cx.y, cx.z,", "cy.x, cy.y, cy.z,", "cz.x, cz.y, cz.z);", "vec3 cameraDir = normalize(vec3(sin(coord.x), sin(coord.y), cos(coord.x) * cos(coord.y)));", "cameraDir = cameraRot * cameraDir;", "float angle = atan(cameraDir.x, cameraDir.y);", "cameraDir.z *= 1.0 + sin(angle * spikeCount) * spikeFactor;", "cameraDir.z = cameraZFactor * sign(cameraDir.z) * pow(abs(cameraDir.z), cameraZPinch);", "vec3 cameraOrigin = vec3(0.0, 0.0, 0.0);", "float l = sqrt(pow(cameraDir.x * cameraDir.x, tunnelPinch) + pow(cameraDir.y * cameraDir.y, tunnelPinch));", "float d = 1.0 / l;", "vec3 hitPos = cameraOrigin + cameraDir * d;", "vec2 uv = vec2(hitPos.z, angle / 3.14159);", "uv.x = uv.x * texCoordUScale + iGlobalTime * texCoordUMoveSpeed;", "uv.y = uv.y * texCoordVScale + iGlobalTime * texCoordVMoveSpeed;", "vec3 color = texture2D(iChannel0, uv).rgb;", "float alpha = 1.0 - pow(min(1.0, abs(cameraDir.z)), fogPower);", "color = fogColor * (1.0 - alpha) + color * alpha;", "gl_FragColor = vec4(color, 1.0);", "}"]; } PIXI.TunnelFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.TunnelFilter.prototype.constructor = PIXI.TunnelFilter; Object.defineProperty(PIXI.TunnelFilter.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/tex15.png'); } var filter; var sprite; function create() { sprite = game.add.sprite(0, 0, 'texture'); sprite.width = 800; sprite.height = 600; filter = new PIXI.TunnelFilter(sprite.width, sprite.height, sprite.texture); sprite.filters = [filter]; } function update() { filter.iGlobalTime = game.time.totalElapsedSeconds(); } function render() { }