phaser/filters/HueRotate.js

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/**
* Original shader by Daniil (https://www.shadertoy.com/view/4sl3DH)
* Tweaked, uniforms added and converted to Phaser/PIXI by Richard Davey
*/
Phaser.Filter.HueRotate = function (game) {
Phaser.Filter.call(this, game);
this.uniforms.alpha = { type: '1f', value: 1.0 };
this.uniforms.size = { type: '1f', value: 0.03 };
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this.uniforms.iChannel0 = { type: 'sampler2D', value: null, textureData: { repeat: true } };
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this.fragmentSrc = [
"precision mediump float;",
"uniform vec2 resolution;",
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"uniform float time;",
"uniform float alpha;",
"uniform sampler2D iChannel0;",
"/* Simple hue rotation filter based on article:",
"http://beesbuzz.biz/code/hsv_color_transforms.php",
"*/",
"#define SPEED 10.0",
"void main(void)",
"{",
"vec2 uv = gl_FragCoord.xy / resolution.xy;",
"float c = cos(time * SPEED);",
"float s = sin(time * SPEED);",
"mat4 hueRotation =",
"mat4( 0.299, 0.587, 0.114, 0.0,",
"0.299, 0.587, 0.114, 0.0,",
"0.299, 0.587, 0.114, 0.0,",
"0.000, 0.000, 0.000, 1.0) +",
"mat4( 0.701, -0.587, -0.114, 0.0,",
"-0.299, 0.413, -0.114, 0.0,",
"-0.300, -0.588, 0.886, 0.0,",
"0.000, 0.000, 0.000, 0.0) * c +",
"mat4( 0.168, 0.330, -0.497, 0.0,",
"-0.328, 0.035, 0.292, 0.0,",
"1.250, -1.050, -0.203, 0.0,",
"0.000, 0.000, 0.000, 0.0) * s;",
"vec4 pixel = texture2D(iChannel0, uv);",
"gl_FragColor = pixel * hueRotation;",
"}"
];
};
Phaser.Filter.HueRotate.prototype = Object.create(Phaser.Filter.prototype);
Phaser.Filter.HueRotate.prototype.constructor = Phaser.Filter.HueRotate;
Phaser.Filter.HueRotate.prototype.init = function (width, height, texture) {
this.setResolution(width, height);
this.uniforms.iChannel0.value = texture;
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};
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Object.defineProperty(Phaser.Filter.HueRotate.prototype, 'alpha', {
get: function() {
return this.uniforms.alpha.value;
},
set: function(value) {
this.uniforms.alpha.value = value;
}
});