mirror of
https://github.com/wassname/phaser.git
synced 2026-06-29 16:30:29 +08:00
145 lines
3.5 KiB
JavaScript
145 lines
3.5 KiB
JavaScript
PIXI.StarFieldFilter = 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: '3f', value: { x: width, y: height, z: 0 }},
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iGlobalTime: { type: '1f', value: 1 },
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iDate: { type: '4fv', value: dates },
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iChannel0: { type: 'sampler2D', value: texture, textureData: { repeat: true } }
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};
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// Shader by Rebb / TRSI (https://www.shadertoy.com/view/XdX3Wn)
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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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"const float tau = 6.28318530717958647692;",
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"// Gamma correction",
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"#define GAMMA (2.2)",
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"vec3 ToLinear( in vec3 col )",
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"{",
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"// simulate a monitor, converting colour values into light values",
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"return pow( col, vec3(GAMMA) );",
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"}",
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"vec3 ToGamma( in vec3 col )",
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"{",
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"// convert back into colour values, so the correct light will come out of the monitor",
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"return pow( col, vec3(1.0/GAMMA) );",
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"}",
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"vec4 Noise( in ivec2 x )",
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"{",
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"return texture2D( iChannel0, (vec2(x)+0.5)/256.0, -100.0 );",
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"}",
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"vec4 Rand( in int x )",
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"{",
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"vec2 uv;",
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"uv.x = (float(x)+0.5)/256.0;",
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"uv.y = (floor(uv.x)+0.5)/256.0;",
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"return texture2D( iChannel0, uv, -100.0 );",
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"}",
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"void main(void)",
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"{",
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"vec3 ray;",
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"ray.xy = 2.0*(gl_FragCoord.xy-iResolution.xy*.5)/iResolution.x;",
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"ray.z = 1.0;",
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"float offset = iGlobalTime*.5;",
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"float speed2 = (cos(offset)+1.0)*2.0;",
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"float speed = speed2+.1;",
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"offset += sin(offset)*.96;",
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"offset *= 2.0;",
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"vec3 col = vec3(0);",
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"vec3 stp = ray/max(abs(ray.x),abs(ray.y));",
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"vec3 pos = 2.0*stp+.5;",
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"for ( int i=0; i < 20; i++ )",
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"{",
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"float z = Noise(ivec2(pos.xy)).x;",
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"z = fract(z-offset);",
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"float d = 50.0*z-pos.z;",
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"float w = pow(max(0.0,1.0-8.0*length(fract(pos.xy)-.5)),2.0);",
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"vec3 c = max(vec3(0),vec3(1.0-abs(d+speed2*.5)/speed,1.0-abs(d)/speed,1.0-abs(d-speed2*.5)/speed));",
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"col += 1.5*(1.0-z)*c*w;",
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"pos += stp;",
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"}",
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"gl_FragColor = vec4(ToGamma(col),1.0);",
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"}"];
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}
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PIXI.StarFieldFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
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PIXI.StarFieldFilter.prototype.constructor = PIXI.StarFieldFilter;
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Object.defineProperty(PIXI.StarFieldFilter.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/64x64.png');
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game.load.image('texture', 'wip/tex16.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.StarFieldFilter(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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