Files
phaser/examples/wip/starfieldFilter.js
T
2013-11-28 21:29:16 +00:00

145 lines
3.5 KiB
JavaScript

PIXI.StarFieldFilter = 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: '3f', value: { x: width, y: height, z: 0 }},
iGlobalTime: { type: '1f', value: 1 },
iDate: { type: '4fv', value: dates },
iChannel0: { type: 'sampler2D', value: texture, textureData: { repeat: true } }
};
// Shader by Rebb / TRSI (https://www.shadertoy.com/view/XdX3Wn)
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",
"const float tau = 6.28318530717958647692;",
"// Gamma correction",
"#define GAMMA (2.2)",
"vec3 ToLinear( in vec3 col )",
"{",
"// simulate a monitor, converting colour values into light values",
"return pow( col, vec3(GAMMA) );",
"}",
"vec3 ToGamma( in vec3 col )",
"{",
"// convert back into colour values, so the correct light will come out of the monitor",
"return pow( col, vec3(1.0/GAMMA) );",
"}",
"vec4 Noise( in ivec2 x )",
"{",
"return texture2D( iChannel0, (vec2(x)+0.5)/256.0, -100.0 );",
"}",
"vec4 Rand( in int x )",
"{",
"vec2 uv;",
"uv.x = (float(x)+0.5)/256.0;",
"uv.y = (floor(uv.x)+0.5)/256.0;",
"return texture2D( iChannel0, uv, -100.0 );",
"}",
"void main(void)",
"{",
"vec3 ray;",
"ray.xy = 2.0*(gl_FragCoord.xy-iResolution.xy*.5)/iResolution.x;",
"ray.z = 1.0;",
"float offset = iGlobalTime*.5;",
"float speed2 = (cos(offset)+1.0)*2.0;",
"float speed = speed2+.1;",
"offset += sin(offset)*.96;",
"offset *= 2.0;",
"vec3 col = vec3(0);",
"vec3 stp = ray/max(abs(ray.x),abs(ray.y));",
"vec3 pos = 2.0*stp+.5;",
"for ( int i=0; i < 20; i++ )",
"{",
"float z = Noise(ivec2(pos.xy)).x;",
"z = fract(z-offset);",
"float d = 50.0*z-pos.z;",
"float w = pow(max(0.0,1.0-8.0*length(fract(pos.xy)-.5)),2.0);",
"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));",
"col += 1.5*(1.0-z)*c*w;",
"pos += stp;",
"}",
"gl_FragColor = vec4(ToGamma(col),1.0);",
"}"];
}
PIXI.StarFieldFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.StarFieldFilter.prototype.constructor = PIXI.StarFieldFilter;
Object.defineProperty(PIXI.StarFieldFilter.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/tex16.png');
}
var filter;
var sprite;
function create() {
sprite = game.add.sprite(0, 0, 'texture');
sprite.width = 800;
sprite.height = 600;
filter = new PIXI.StarFieldFilter(sprite.width, sprite.height, sprite.texture);
sprite.filters = [filter];
}
function update() {
filter.iGlobalTime = game.time.totalElapsedSeconds();
}
function render() {
}