PIXI.StarNestFilter = 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", "#ifdef GL_ES", "precision highp float;", "#endif", "#define PI 3.1416", "void main(void)", "{", "//map the xy pixel co-ordinates to be between -1.0 to +1.0 on x and y axes", "//and alter the x value according to the aspect ratio so it isn't 'stretched'", "vec2 p = (2.0 * gl_FragCoord.xy / iResolution.xy - 1.0)", "* vec2(iResolution.x / iResolution.y, 1.0);", "//now, this is the usual part that uses the formula for texture mapping a ray-", "//traced cylinder using the vector p that describes the position of the pixel", "//from the centre.", "vec2 uv = vec2(atan(p.y, p.x) * 1.0/PI, 1.0 / sqrt(dot(p, p))) * vec2(2.0, 1.0);", "//now this just 'warps' the texture read by altering the u coordinate depending on", "//the val of the v coordinate and the current time", "uv.x += sin(2.0 * uv.y + iGlobalTime * 0.5);", "vec3 c = texture2D(iChannel0, uv).xyz", "//this divison makes the color value 'darker' into the distance, otherwise", "//everything will be a uniform brightness and no sense of depth will be present.", "/ (uv.y * 0.5 + 1.0);", "gl_FragColor = vec4(c, 1.0);", "}"]; } PIXI.StarNestFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.StarNestFilter.prototype.constructor = PIXI.StarNestFilter; Object.defineProperty(PIXI.StarNestFilter.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.StarNestFilter(sprite.width, sprite.height, sprite.texture); sprite.filters = [filter]; } function update() { filter.iGlobalTime = game.time.totalElapsedSeconds(); } function render() { }