@petkoneo/phaser3-rex-plugins
Version:
33 lines (27 loc) • 746 B
JavaScript
// reference : https://www.geeks3d.com/20101029/shader-library-pixelation-post-processing-effect-glsl/
const frag = `\
precision highmedp float;
// Scene buffer
uniform sampler2D uMainSampler;
varying vec2 outTexCoord;
// Effect parameters
uniform vec2 texSize;
uniform vec2 amplitude;
uniform vec2 frequency;
uniform vec2 speed;
uniform float time;
void main (void) {
vec2 dxy = frequency/texSize;
vec2 r = amplitude/texSize;
vec2 spd = speed/texSize;
vec2 angle = (outTexCoord / dxy) + (spd*time);
vec2 tc = (vec2(cos(angle.x),sin(angle.y)) * r) + outTexCoord;
gl_FragColor = texture2D(uMainSampler, tc);
}
`;
export default frag;