mirror of
https://github.com/wassname/phaser.git
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126 lines
3.4 KiB
JavaScript
126 lines
3.4 KiB
JavaScript
PIXI.ShinyTaffyFilter = 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 huttarl (https://www.shadertoy.com/view/4dXGWr)
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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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"/* What I'd like to do next is treat the color values from the texture",
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"as surface normals, and do diffuse shading accordingly.",
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"Maybe also keep the colors as colors.",
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"To do:",
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"- apply simple averaging or gaussian filter to smooth out the normals",
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"- apply specular reflection */",
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"vec3 s = normalize(vec3(5.0, -1.0, 5.0)); // light direction",
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"float texelSize = 1.0 / 1024.0;",
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"vec3 blur(vec2 uv) {",
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"vec2 x = vec2(texelSize, 0.0);",
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"vec2 y = vec2(0.0, texelSize);",
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"return (texture2D(iChannel0, uv).xyz * 2.0 +",
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"texture2D(iChannel0, uv + x).xyz +",
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"texture2D(iChannel0, uv - x).xyz +",
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"texture2D(iChannel0, uv + y).xyz +",
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"texture2D(iChannel0, uv - y).xyz) * (1.0 / 6.0);",
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"}",
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"void main(void)",
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"{",
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"vec2 uv = gl_FragCoord.xy / iResolution.xx;",
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"vec2 uv2 = uv + vec2(sin(iGlobalTime + uv.y * 10.0) * 0.2,",
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"cos(iGlobalTime + uv.x * 10.0) * 0.2);",
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"vec3 col = texture2D(iChannel0, uv2).xyz;",
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"vec3 n = normalize(blur(uv2) - 0.5);",
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"float dot1 = dot(s, n);",
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"vec3 r = -s + 2.0 * dot1 * n;",
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"float diffuse = max(dot1, 0.0);",
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"vec3 v = normalize(vec3(-uv.x, -uv.y, 2.0)); // viewer angle",
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"float spec = pow(dot(r, v), 16.0);",
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"gl_FragColor = vec4(vec3(0.1 +",
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"col * 0.4 +",
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"diffuse * 0.4 +",
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"spec * 3.0), 1.0);",
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"}"];
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}
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PIXI.ShinyTaffyFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
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PIXI.ShinyTaffyFilter.prototype.constructor = PIXI.ShinyTaffyFilter;
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Object.defineProperty(PIXI.ShinyTaffyFilter.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/tex01.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.ShinyTaffyFilter(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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