PIXI.WobbleFilter = function(width, height, texture0, texture1) { 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: texture0, wrap: 'repeat' }, iChannel1: { type: 'sampler2D', value: texture1, wrap: 'repeat' } }; // Shader by deps (https://www.shadertoy.com/view/MssGDM) 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;", "uniform sampler2D iChannel1;", "// add any extra uniforms here", "void main(void)", "{", "vec2 uv = (gl_FragCoord.xy / iResolution.xy);", "uv.y = 1.0-uv.y;", "float time = iGlobalTime * 0.75;", "vec4 pixel2 = texture2D(iChannel1, (uv+vec2(sin(time),cos(time))) * 0.15 );", "float xDiff = pixel2.r * 0.02;", "float yDiff = 0.0;", "vec2 diffVec = vec2( xDiff, yDiff );", "vec4 pixel = texture2D(iChannel0, uv + diffVec);", "gl_FragColor = pixel;", "}"]; } PIXI.WobbleFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.WobbleFilter.prototype.constructor = PIXI.WobbleFilter; Object.defineProperty(PIXI.WobbleFilter.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('texture0', 'wip/tex04.jpg'); game.load.image('texture1', 'wip/tex10.png'); } var filter; var sprite; function create() { noise = game.add.sprite(0, 0, 'texture1'); sprite = game.add.sprite(0, 0, 'texture0'); sprite.width = 800; sprite.height = 600; filter = new PIXI.WobbleFilter(sprite.width, sprite.height, sprite.texture, noise.texture); sprite.filters = [filter]; } function update() { filter.iGlobalTime = game.time.totalElapsedSeconds(); } function render() { }