phaser/filters/BlurY.js

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/**
* A vertical blur filter by Mat Groves http://matgroves.com/ @Doormat23
*/
Phaser.Filter.BlurY = function (game) {
Phaser.Filter.call(this, game);
this.uniforms.blur = { type: '1f', value: 1 / 512 };
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this.fragmentSrc = [
"precision mediump float;",
"varying vec2 vTextureCoord;",
"varying vec4 vColor;",
"uniform float blur;",
"uniform sampler2D uSampler;",
"void main(void) {",
"vec4 sum = vec4(0.0);",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 4.0*blur)) * 0.05;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 3.0*blur)) * 0.09;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 2.0*blur)) * 0.12;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - blur)) * 0.15;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + blur)) * 0.15;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 2.0*blur)) * 0.12;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 3.0*blur)) * 0.09;",
"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 4.0*blur)) * 0.05;",
"gl_FragColor = sum;",
"}"
];
};
Phaser.Filter.BlurY.prototype = Object.create(Phaser.Filter.prototype);
Phaser.Filter.BlurY.prototype.constructor = Phaser.Filter.BlurY;
Object.defineProperty(Phaser.Filter.BlurY.prototype, 'blur', {
get: function() {
return this.uniforms.blur.value / (1/7000);
},
set: function(value) {
this.dirty = true;
this.uniforms.blur.value = (1/7000) * value;
}
});