Files
phaser/examples/wip/plasmaBeamFilter.js
T

97 lines
2.2 KiB
JavaScript

PIXI.PlasmaBeamFilter = function(width, height)
{
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 }
};
// Shader by 4rknova (https://www.shadertoy.com/view/Xsl3WH)
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];",
"// add any extra uniforms here",
"#ifdef GL_ES",
"precision highp float;",
"#endif",
"#define AMPLITUDE 0.19",
"#define WVELOCITY 1.0",
"#define WAVEWIDTH 2.0",
"#define THICKNESS 0.5",
"void main(void)",
"{",
"vec2 uv = gl_FragCoord.xy / iResolution.xy;",
"float h = sin((uv.x * WAVEWIDTH + iGlobalTime * WVELOCITY) * 2.5) * AMPLITUDE;",
"float f = pow(THICKNESS * abs(0.1 / (uv.y * 2.0 - 1.0 + h)), 2.0);",
"gl_FragColor = vec4(0.0, 0.0, f, 1.0);",
"}"];
}
PIXI.PlasmaBeamFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.PlasmaBeamFilter.prototype.constructor = PIXI.PlasmaBeamFilter;
Object.defineProperty(PIXI.PlasmaBeamFilter.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');
}
var filter;
var sprite;
function create() {
sprite = game.add.sprite(0, 0, 'texture');
sprite.width = 800;
sprite.height = 600;
filter = new PIXI.PlasmaBeamFilter(sprite.width, sprite.height);
sprite.filters = [filter];
}
function update() {
filter.iGlobalTime = game.time.totalElapsedSeconds();
}
function render() {
}