phaser/filters/CheckerWave.js

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/**
* Original shader from http://glsl.heroku.com/e#12260.0
* Tweaked, uniforms added and converted to Phaser/PIXI by Richard Davey
*/
Phaser.Filter.CheckerWave = function (game) {
Phaser.Filter.call(this, game);
this.uniforms.alpha = { type: '1f', value: 1.0 };
this.uniforms.vrp = { type: '3f', value: { x: 0.0, y: -5.0, z: 0.0 }};
this.uniforms.color1 = { type: '3f', value: { x: 0, y: 1, z: 1 }};
this.uniforms.color2 = { type: '3f', value: { x: 1, y: 1, z: 1 }};
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this.fragmentSrc = [
"precision mediump float;",
"uniform vec2 resolution;",
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"uniform float time;",
"uniform float alpha;",
"uniform vec3 vrp;",
"uniform vec3 color1;",
"uniform vec3 color2;",
"// Scene Start",
"// Floor",
"vec2 obj0(in vec3 p) {",
"// obj deformation",
"p.y=p.y+sin(sqrt(p.x*p.x+p.z*p.z)-time*4.0)*0.5;",
"//plane",
"return vec2(p.y+3.0,0);",
"}",
"// Floor Color (checkerboard)",
"vec3 obj0_c(in vec3 p) {",
"if (fract(p.x*.5)>.5)",
"if (fract(p.z*.5)>.5)",
"return color1;",
"else",
"return color2;",
"else",
"if (fract(p.z*.5)>.5)",
"return color2;",
"else",
"return color1;",
"}",
"// Scene End",
"void main(void) {",
"vec2 vPos=-1.0+2.0*gl_FragCoord.xy/resolution.xy;",
"// Camera animation",
"vec3 vuv=vec3(0,2,sin(time*0.1));//Change camere up vector here",
"vec3 prp=vec3(-sin(time*0.6)*8.0,0,cos(time*0.4)*8.0); //Change camera path position here",
"// Camera setup",
"vec3 vpn=normalize(vrp-prp);",
"vec3 u=normalize(cross(vuv,vpn));",
"vec3 v=cross(vpn,u);",
"vec3 vcv=(prp+vpn);",
"vec3 scrCoord=vcv+vPos.x*u*resolution.x/resolution.y+vPos.y*v;",
"vec3 scp=normalize(scrCoord-prp);",
"// Raymarching",
"const vec3 e=vec3(0.1,0,0);",
"const float maxd=80.0; //Max depth",
"vec2 s=vec2(0.1,0.0);",
"vec3 c,p,n;",
"float f=1.0;",
"for (int i=0;i<156;i++) {",
"if (abs(s.x)<.01||f>maxd) break;",
"f+=s.x;",
"p=prp+scp*f;",
"s=obj0(p);",
"}",
"if (f<maxd) {",
"if (s.y==0.0)",
"c=obj0_c(p);",
"n=normalize(",
"vec3(s.x-obj0(p-e.xyy).x,",
"s.x-obj0(p-e.yxy).x,",
"s.x-obj0(p-e.yyx).x));",
"float b=dot(n,normalize(prp-p));",
"vec4 color = vec4(( b * c + pow(b, 8.0)) * (1.0 - f * .02), 1.0); //simple phong LightPosition=CameraPosition",
"color.a = alpha;",
"gl_FragColor=color;",
"}",
"else gl_FragColor=vec4(0,0,0.1,alpha); //background color",
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"}"
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];
};
Phaser.Filter.CheckerWave.prototype = Object.create(Phaser.Filter.prototype);
Phaser.Filter.CheckerWave.prototype.constructor = Phaser.Filter.CheckerWave;
Phaser.Filter.CheckerWave.prototype.init = function (width, height) {
this.setResolution(width, height);
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};
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Phaser.Filter.CheckerWave.prototype.setColor1 = function (red, green, blue) {
this.uniforms.color1.value.x = red;
this.uniforms.color1.value.y = green;
this.uniforms.color1.value.z = blue;
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};
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Phaser.Filter.CheckerWave.prototype.setColor2 = function (red, green, blue) {
this.uniforms.color2.value.x = red;
this.uniforms.color2.value.y = green;
this.uniforms.color2.value.z = blue;
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};
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Object.defineProperty(Phaser.Filter.CheckerWave.prototype, 'alpha', {
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get: function() {
return this.uniforms.alpha.value;
},
set: function(value) {
this.uniforms.alpha.value = value;
}
});
Object.defineProperty(Phaser.Filter.CheckerWave.prototype, 'cameraX', {
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get: function() {
return this.uniforms.vrp.value.x;
},
set: function(value) {
this.uniforms.vrp.value.x = value;
}
});
Object.defineProperty(Phaser.Filter.CheckerWave.prototype, 'cameraY', {
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get: function() {
return this.uniforms.vrp.value.y;
},
set: function(value) {
this.uniforms.vrp.value.y = value;
}
});
Object.defineProperty(Phaser.Filter.CheckerWave.prototype, 'cameraZ', {
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get: function() {
return this.uniforms.vrp.value.z;
},
set: function(value) {
this.uniforms.vrp.value.z = value;
}
});