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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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/** * A sample demonstrating how to create new Phaser Filters. */ Phaser.Filter.SampleFilter = function (game) { Phaser.Filter.call(this, game); this.uniforms.divisor = { type: '1f', value: 0.5 }; // The fragment shader source this.fragmentSrc = [ "precision mediump float;", "uniform vec3 resolution;", "uniform float time;", "const int complexity = 40; // More points of color.", "const float mouse_factor = 25.0; // Makes it more/less jumpy.", "const float mouse_offset = 5.0; // Drives complexity in the amount of curls/cuves. Zero is a single whirlpool.", "const float fluid_speed = 45.0; // Drives speed, higher number will make it slower.", "const float color_intensity = 0.30;", "const float Pi = 3.14159;", "float sinApprox(float x) {", "x = Pi + (2.0 * Pi) * floor(x / (2.0 * Pi)) - x;", "return (4.0 / Pi) * x - (4.0 / Pi / Pi) * x * abs(x);", "}", "float cosApprox(float x) {", "return sinApprox(x + 0.5 * Pi);", "}", "void main()", "{", "vec2 p=(2.0*gl_FragCoord.xy-resolution)/max(resolution.x,resolution.y);", "for(int i=1;i<complexity;i++)", "{", "vec2 newp=p;", "newp.x+=0.6/float(i)*sin(float(i)*p.y+time/fluid_speed+0.3*float(i))+mouse.y/mouse_factor+mouse_offset;", "newp.y+=0.6/float(i)*sin(float(i)*p.x+time/fluid_speed+0.3*float(i+10))-mouse.x/mouse_factor+mouse_offset;", "p=newp;", "}", "vec3 col=vec3(color_intensity*sin(3.0*p.x)+color_intensity,color_intensity*sin(3.0*p.y)+color_intensity,color_intensity*sin(p.x+p.y)+color_intensity);", "gl_FragColor=vec4(col, 1.0);", "}" ]; }; Phaser.Filter.SampleFilter.prototype = Object.create(Phaser.Filter.prototype); Phaser.Filter.SampleFilter.prototype.constructor = Phaser.Filter.SampleFilter; Phaser.Filter.SampleFilter.prototype.init = function (width, height, divisor) { if (typeof divisor == 'undefined') { divisor = 0.5; } this.setResolution(width, height); this.uniforms.divisor.value = divisor; };