UNPKG

phaser

Version:

A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

39 lines (38 loc) 1.61 kB
module.exports = [ '#define SHADER_NAME GRADIENT_FS', '#define SRGB_TO_LINEAR(c) pow((c), vec3(2.2))', '#define LINEAR_TO_SRGB(c) pow((c), vec3(1.0 / 2.2))', '#define SRGB(r, g, b) SRGB_TO_LINEAR(vec3(float(r), float(g), float(b)) / 255.0)', 'precision mediump float;', 'uniform sampler2D uMainSampler;', 'uniform vec2 positionFrom;', 'uniform vec2 positionTo;', 'uniform vec3 color1;', 'uniform vec3 color2;', 'uniform float alpha;', 'uniform int size;', 'varying vec2 outTexCoord;', 'float gradientNoise(in vec2 uv)', '{', ' const vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189);', ' return fract(magic.z * fract(dot(uv, magic.xy)));', '}', 'float stepped (in float s, in float scale, in int steps)', '{', ' return steps > 0 ? floor( s / ((1.0 * scale) / float(steps))) * 1.0 / float(steps - 1) : s;', '}', 'void main ()', '{', ' vec2 a = positionFrom;', ' vec2 b = positionTo;', ' vec2 ba = b - a;', ' float d = dot(outTexCoord - a, ba) / dot(ba, ba);', ' float t = size > 0 ? stepped(d, 1.0, size) : d;', ' t = smoothstep(0.0, 1.0, clamp(t, 0.0, 1.0));', ' vec3 color = mix(SRGB(color1.r, color1.g, color1.b), SRGB(color2.r, color2.g, color2.b), t);', ' color = LINEAR_TO_SRGB(color);', ' color += (1.0 / 255.0) * gradientNoise(outTexCoord) - (0.5 / 255.0);', ' vec4 texture = texture2D(uMainSampler, outTexCoord);', ' gl_FragColor = vec4(mix(color.rgb, texture.rgb, alpha), 1.0) * texture.a;', '}', ].join('\n');