phaser/filters/CausticLight.js

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2013-11-29 10:39:52 +00:00
/**
* 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;
}