phaser/examples/wip/book/fire.js

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2013-11-20 06:31:49 +00:00
PIXI.FireFilter = 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 = {
resolution: { type: 'f2', value: { x: width, y: height }},
mouse: { type: 'f2', value: { x: 0, y: 0 }},
time: { type: 'f', value: 1 }
};
// http://glsl.heroku.com/e#11707.0
// Heroku shader conversion
this.fragmentSrc = [
"#ifdef GL_ES",
"precision mediump float;",
"#endif",
"uniform float time;",
"uniform vec2 mouse;",
"uniform vec2 resolution;",
"vec3 iResolution = vec3(resolution.x,resolution.y,100.);",
"vec4 iMouse = vec4(mouse.x,mouse.y,5.,5.);",
"float iGlobalTime = time;",
"uniform sampler2D iChannel0;",
"// by @301z",
"float rand(vec2 n) {",
"return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);",
"}",
"// Genera ruido en función de las coordenadas del pixel",
"float noise(vec2 n) {",
"const vec2 d = vec2(0.0, 1.0);",
"vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));",
"return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);",
"}",
"// Fractional Brownian Amplitude. Suma varias capas de ruido.",
"float fbm(vec2 n) {",
"float total = 0.0, amplitude = 1.0;",
"for (int i = 0; i < 4; i++) {",
"total += noise(n) * amplitude;",
"n += n;",
"amplitude *= 0.5;",
"}",
"return total;",
"}",
"void main() {",
"// Colores",
"const vec3 c1 = vec3(0.5, 0.0, 0.1); // Rojo oscuro.",
"const vec3 c2 = vec3(0.9, 0.0, 0.0); // Rojo claro.",
"const vec3 c3 = vec3(0.2, 0.0, 0.0); // Rojo oscuro.",
"const vec3 c4 = vec3(1.0, 0.9, 0.0); // Amarillo.",
"const vec3 c5 = vec3(0.1); // Gris oscuro.",
"const vec3 c6 = vec3(0.9); // Gris claro.",
"vec2 p = gl_FragCoord.xy * 8.0 / iResolution.xx; // Desfasa las coordenadas para que haya más cambio de un resultado a los colindantes.",
"float q = fbm(p - iGlobalTime * 0.1); // Ruido con offset para el movimiento.",
"vec2 r = vec2(fbm(p + q + iGlobalTime * 0.7 - p.x - p.y), fbm(p + q - iGlobalTime * 0.4));",
"vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);",
"gl_FragColor = vec4(c *",
"cos(1.57 * gl_FragCoord.y / iResolution.y), // Gradiente más ocuro arriba.",
"1.0);",
"}"];
}
PIXI.FireFilter.prototype = Object.create( PIXI.AbstractFilter.prototype );
PIXI.FireFilter.prototype.constructor = PIXI.FireFilter;
Object.defineProperty(PIXI.FireFilter.prototype, 'iGlobalTime', {
get: function() {
return this.uniforms.time.value;
},
set: function(value) {
this.uniforms.time.value = value;
}
});