Files
phaser/examples/wip/sineWaveFilter.js
T

90 lines
2.2 KiB
JavaScript

PIXI.SineWaveFilter = 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",
"void main(void)",
"{",
"vec2 uv = gl_FragCoord.xy / iResolution.xy;",
"uv.y += (sin((uv.x + (iGlobalTime * 0.5)) * 10.0) * 0.1) +",
"(sin((uv.x + (iGlobalTime * 0.2)) * 32.0) * 0.01);",
"vec4 texColor = texture2D(iChannel0, uv);",
"gl_FragColor = texColor;",
"}"];
}
PIXI.SineWaveFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.SineWaveFilter.prototype.constructor = PIXI.SineWaveFilter;
Object.defineProperty(PIXI.SineWaveFilter.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');
game.load.image('texture', 'wip/tex07.jpg');
}
var filter;
var sprite;
function create() {
sprite = game.add.sprite(0, 0, 'texture');
sprite.width = 800;
sprite.height = 600;
filter = new PIXI.SineWaveFilter(sprite.width, sprite.height, sprite.texture);
sprite.filters = [filter];
}
function update() {
filter.iGlobalTime = game.time.totalElapsedSeconds();
}
function render() {
}