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https://github.com/wassname/phaser.git
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90 lines
2.4 KiB
JavaScript
90 lines
2.4 KiB
JavaScript
PIXI.FlowerFilter = function(width, height, texture)
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{
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PIXI.AbstractFilter.call( this );
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this.passes = [this];
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var d = new Date();
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var dates = [
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d.getFullYear(), // the year (four digits)
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d.getMonth(), // the month (from 0-11)
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d.getDate(), // the day of the month (from 1-31)
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d.getHours()*60.0*60 + d.getMinutes()*60 + d.getSeconds()
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];
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this.uniforms = {
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iResolution: { type: 'f3', value: { x: width, y: height, z: 0 }},
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iMouse: { type: 'f3', value: { x: 0, y: 0, z: 0 }},
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iGlobalTime: { type: 'f', value: 1 },
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iDate: { type: 'f4', value: dates },
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iChannel0: { type: 'sampler2D', value: texture, wrap: 'repeat' }
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};
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// Shader by daeken (https://www.shadertoy.com/view/Xdf3R8)
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this.fragmentSrc = [
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"precision mediump float;",
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"uniform vec3 iResolution;",
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"uniform float iGlobalTime;",
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"uniform float iChannelTime[4];",
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"uniform vec4 iMouse;",
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"uniform vec4 iDate;",
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"uniform vec3 iChannelResolution[4];",
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"uniform sampler2D iChannel0;",
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"// add any extra uniforms here",
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"void main() {",
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"float time = iGlobalTime;",
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"vec3 p = (gl_FragCoord.xyz / iResolution.y - 0.5) * abs(sin(time/10.0)) * 50.0;",
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"float d = sin(length(p)+time), a = sin(mod(atan(p.y, p.x) + time + sin(d+time), 3.1416/3.)*3.), v = a + d, m = sin(length(p)*4.0-a+time);",
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"gl_FragColor = vec4(-v*sin(m*sin(-d)+time*.1), v*m*sin(tan(sin(-a))*sin(-a*3.)*3.+time*.5), mod(v,m), time);",
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"}"];
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}
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PIXI.FlowerFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
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PIXI.FlowerFilter.prototype.constructor = PIXI.FlowerFilter;
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Object.defineProperty(PIXI.FlowerFilter.prototype, 'iGlobalTime', {
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get: function() {
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return this.uniforms.iGlobalTime.value;
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},
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set: function(value) {
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this.uniforms.iGlobalTime.value = value;
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}
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});
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('texture', 'wip/tex00.jpg');
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}
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var filter;
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var sprite;
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function create() {
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sprite = game.add.sprite(0, 0, 'texture');
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sprite.width = 800;
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sprite.height = 600;
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filter = new PIXI.FlowerFilter(sprite.width, sprite.height, sprite.texture);
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sprite.filters = [filter];
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}
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function update() {
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filter.iGlobalTime = game.time.totalElapsedSeconds();
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filter.uniforms.iMouse.value.x = game.input.x;
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filter.uniforms.iMouse.value.y = game.input.y;
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}
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function render() {
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}
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