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https://github.com/photonstorm/phaser
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Fixed the vectors used in the BlurX and BlurY filters (thanks @nickryall, fix #668)
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3 changed files with 34 additions and 30 deletions
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@ -5,12 +5,10 @@ Phaser 2.0.3
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Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) internally for fast 2D Canvas and WebGL rendering.
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Version: 2.0.3 "Allorallen" - Released: -in development-
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Version: 2.0.3 "Allorallen" - Released: 11th April 2014
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By Richard Davey, [Photon Storm](http://www.photonstorm.com)
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[![Build Status](https://travis-ci.org/photonstorm/phaser.png?branch=dev)](https://travis-ci.org/photonstorm/phaser)
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* View the [Official Website](http://phaser.io)
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* Follow on [Twitter](https://twitter.com/photonstorm)
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* Join the [Forum](http://www.html5gamedevs.com/forum/14-phaser/)
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@ -21,6 +19,7 @@ By Richard Davey, [Photon Storm](http://www.photonstorm.com)
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[Subscribe to our new Phaser Newsletter](https://confirmsubscription.com/h/r/369DE48E3E86AF1E). We'll email you when new versions are released as well as send you our regular Phaser game making magazine.
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[![Build Status](https://travis-ci.org/photonstorm/phaser.png?branch=dev)](https://travis-ci.org/photonstorm/phaser)
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[![Bitdeli Badge](https://d2weczhvl823v0.cloudfront.net/photonstorm/phaser/trend.png)](https://bitdeli.com/free "Bitdeli Badge")
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@ -60,7 +59,7 @@ There is also an [un-official Getting Started Guide](http://www.antonoffplus.com
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Change Log
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----------
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Version 2.0.3 - "Allorallen" - -in development-
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Version 2.0.3 - "Allorallen" - 11th April 2014
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Updates
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@ -159,6 +158,7 @@ Bug Fixes
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* Group.removeBetween now properly iterates through the children.
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* P2.World had a type in the restitution method title. Now fixed.
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* Objects with an InputHandler now deactivate it when the object is removed from a Group but not destroyed (fix #672)
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* Fixed the vectors used in the BlurX and BlurY filters (thanks @nickryall, fix #668)
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p2.js v0.5.0
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@ -11,26 +11,27 @@ Phaser.Filter.BlurX = function (game) {
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"precision mediump float;",
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"varying vec2 vTextureCoord;",
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"varying float vColor;",
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"varying vec4 vColor;",
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"uniform float blur;",
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"uniform sampler2D uSampler;",
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"void main(void) {",
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"vec4 sum = vec4(0.0);",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x - 4.0*blur, vTextureCoord.y)) * 0.05;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x - 3.0*blur, vTextureCoord.y)) * 0.09;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x - 2.0*blur, vTextureCoord.y)) * 0.12;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x - blur, vTextureCoord.y)) * 0.15;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x + blur, vTextureCoord.y)) * 0.15;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x + 2.0*blur, vTextureCoord.y)) * 0.12;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x + 3.0*blur, vTextureCoord.y)) * 0.09;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x + 4.0*blur, vTextureCoord.y)) * 0.05;",
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"vec4 sum = vec4(0.0);",
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"gl_FragColor = sum;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x - 4.0*blur, vTextureCoord.y)) * 0.05;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x - 3.0*blur, vTextureCoord.y)) * 0.09;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x - 2.0*blur, vTextureCoord.y)) * 0.12;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x - blur, vTextureCoord.y)) * 0.15;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x + blur, vTextureCoord.y)) * 0.15;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x + 2.0*blur, vTextureCoord.y)) * 0.12;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x + 3.0*blur, vTextureCoord.y)) * 0.09;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x + 4.0*blur, vTextureCoord.y)) * 0.05;",
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"}"
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"gl_FragColor = sum;",
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"}"
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];
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};
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@ -45,6 +46,7 @@ Object.defineProperty(Phaser.Filter.BlurX.prototype, 'blur', {
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},
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set: function(value) {
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this.dirty = true;
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this.uniforms.blur.value = (1/7000) * value;
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}
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@ -11,26 +11,27 @@ Phaser.Filter.BlurY = function (game) {
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"precision mediump float;",
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"varying vec2 vTextureCoord;",
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"varying float vColor;",
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"varying vec4 vColor;",
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"uniform float blur;",
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"uniform sampler2D uSampler;",
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"void main(void) {",
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"vec4 sum = vec4(0.0);",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 4.0*blur)) * 0.05;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 3.0*blur)) * 0.09;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 2.0*blur)) * 0.12;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - blur)) * 0.15;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + blur)) * 0.15;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 2.0*blur)) * 0.12;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 3.0*blur)) * 0.09;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 4.0*blur)) * 0.05;",
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"vec4 sum = vec4(0.0);",
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"gl_FragColor = sum;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 4.0*blur)) * 0.05;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 3.0*blur)) * 0.09;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 2.0*blur)) * 0.12;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - blur)) * 0.15;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + blur)) * 0.15;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 2.0*blur)) * 0.12;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 3.0*blur)) * 0.09;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 4.0*blur)) * 0.05;",
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"}"
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"gl_FragColor = sum;",
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"}"
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];
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@ -46,6 +47,7 @@ Object.defineProperty(Phaser.Filter.BlurY.prototype, 'blur', {
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},
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set: function(value) {
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this.dirty = true;
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this.uniforms.blur.value = (1/7000) * value;
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}
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