mirror of
https://github.com/wassname/phaser.git
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158 lines
4.3 KiB
JavaScript
158 lines
4.3 KiB
JavaScript
PIXI.TunnelFilter = 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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iGlobalTime: { type: 'f', value: 1 },
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iDate: { type: 'f4', value: dates },
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iChannel0: { type: 'sampler2D', value: texture, wrap: 'nearest-repeat' }
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};
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// Shader by reiska (https://www.shadertoy.com/view/4sX3z7)
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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(void)",
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"{",
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"float cameraPinch = 1.0; // values between 0 - 2, this will modify (pinch) the view",
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"float cameraZPinch = 1.0; //",
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"float cameraZFactor = 1.0; // 0-1",
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"float zoomFactor = 1.0; // large values will create a kaleidoscopic effect!",
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"float texCoordUScale = 0.125;",
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"float texCoordVScale = 1.0;",
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"float texCoordUMoveSpeed = 0.20;",
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"float texCoordVMoveSpeed = -0.125;",
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"float cameraRotationSpeed = 0.5; // 0.0 to switch off rotation (look straight ahead)",
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"float tunnelPinch = 2.0; // 1.0 = round tunnel, change the value to modify the shape",
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"float spikeCount = 5.0;",
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"float spikeFactor = sin(iGlobalTime) * 0.1; // 0.0 to switch off spikes",
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"vec3 fogColor = vec3(0.0, 0.0, 0.0);",
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"float fogPower = 10.0;",
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"vec2 coord = 2.0 * ((gl_FragCoord.xy / iResolution.xy) - vec2(0.5, 0.5));",
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"float aspectRatio = iResolution.x / iResolution.y;",
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"coord.x *= aspectRatio;",
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"coord *= zoomFactor;",
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"coord = vec2(sign(coord.x) * pow(abs(coord.x), cameraPinch), sign(coord.y) * pow(abs(coord.y), cameraPinch));",
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"// camera angles",
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"float camAng = iGlobalTime * cameraRotationSpeed;",
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"// camera rotation vectors",
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"vec3 cx = vec3(cos(camAng), 0.0, -sin(camAng));",
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"vec3 cy = vec3(0.0, 1.0, 0.0);",
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"vec3 cz = vec3(sin(camAng), 0.0, cos(camAng));",
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"mat3 cameraRot =",
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"mat3(",
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"cx.x, cx.y, cx.z,",
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"cy.x, cy.y, cy.z,",
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"cz.x, cz.y, cz.z);",
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"vec3 cameraDir = normalize(vec3(sin(coord.x), sin(coord.y), cos(coord.x) * cos(coord.y)));",
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"cameraDir = cameraRot * cameraDir;",
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"float angle = atan(cameraDir.x, cameraDir.y);",
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"cameraDir.z *= 1.0 + sin(angle * spikeCount) * spikeFactor;",
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"cameraDir.z = cameraZFactor * sign(cameraDir.z) * pow(abs(cameraDir.z), cameraZPinch);",
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"vec3 cameraOrigin = vec3(0.0, 0.0, 0.0);",
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"float l = sqrt(pow(cameraDir.x * cameraDir.x, tunnelPinch) + pow(cameraDir.y * cameraDir.y, tunnelPinch));",
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"float d = 1.0 / l;",
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"vec3 hitPos = cameraOrigin + cameraDir * d;",
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"vec2 uv = vec2(hitPos.z, angle / 3.14159);",
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"uv.x = uv.x * texCoordUScale + iGlobalTime * texCoordUMoveSpeed;",
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"uv.y = uv.y * texCoordVScale + iGlobalTime * texCoordVMoveSpeed;",
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"vec3 color = texture2D(iChannel0, uv).rgb;",
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"float alpha = 1.0 - pow(min(1.0, abs(cameraDir.z)), fogPower);",
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"color = fogColor * (1.0 - alpha) + color * alpha;",
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"gl_FragColor = vec4(color, 1.0);",
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"}"];
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}
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PIXI.TunnelFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
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PIXI.TunnelFilter.prototype.constructor = PIXI.TunnelFilter;
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Object.defineProperty(PIXI.TunnelFilter.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/tex15.png');
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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.TunnelFilter(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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}
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function render() {
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}
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