Fixed Pixelate to pass jshint and be more in line with Phaser Filters.

This commit is contained in:
photonstorm 2014-07-01 16:26:23 +01:00
parent faa9af5539
commit 7c7e924b7a

View file

@ -1,65 +1,65 @@
/**
* Original author of PixelateFilter: Mat Groves http://matgroves.com/ @Doormat23
* adapted for Phaser.js
*/
* Original author of PixelateFilter: Mat Groves http://matgroves.com/ @Doormat23
* adapted for Phaser.js
*/
/**
*
* This filter applies a pixelate effect making display objects appear 'blocky'
* @class PixelateFilter
* @contructor
*/
Phaser.Filter.Pixelate = function()
{
* This filter applies a pixelate effect making display objects appear 'blocky'
* @class PixelateFilter
* @contructor
*/
Phaser.Filter.Pixelate = function(game) {
Phaser.Filter.call(this, game);
this.passes = [this];
// set the uniforms
this.uniforms = {
invert: {type: '1f', value: 0},
dimensions: {type: '4fv', value:new Float32Array([10000, 100, 10, 10])},
pixelSize: {type: '2f', value:{x:10, y:10}},
};
this.uniforms.invert = { type: '1f', value: 0 };
this.uniforms.pixelSize = { type: '2f', value: { x: 10, y: 10 } };
this.uniforms.dimensions = { type: '4fv', value: new Float32Array( [ 10000, 100, 10, 10 ] ) };
this.fragmentSrc = [
'precision mediump float;',
'varying vec2 vTextureCoord;',
'varying vec4 vColor;',
'uniform vec2 testDim;',
'uniform vec4 dimensions;',
'uniform vec2 pixelSize;',
'uniform sampler2D uSampler;',
'void main(void) {',
' vec2 coord = vTextureCoord;',
"precision mediump float;",
"varying vec2 vTextureCoord;",
"varying vec4 vColor;",
"uniform vec2 testDim;",
"uniform vec4 dimensions;",
"uniform vec2 pixelSize;",
"uniform sampler2D uSampler;",
' vec2 size = dimensions.xy/pixelSize;',
"void main(void)",
"{",
' vec2 color = floor( ( vTextureCoord * size ) ) / size + pixelSize/dimensions.xy * 0.5;',
' gl_FragColor = texture2D(uSampler, color);',
'}'
"vec2 coord = vTextureCoord;",
"vec2 size = dimensions.xy/pixelSize;",
"vec2 color = floor( ( vTextureCoord * size ) ) / size + pixelSize/dimensions.xy * 0.5;",
"gl_FragColor = texture2D(uSampler, color);",
"}"
];
};
Phaser.Filter.Pixelate.prototype = Object.create(Phaser.Filter.prototype);
Phaser.Filter.Pixelate.prototype.constructor = Phaser.Filter.Pixelate;
/**
*
* This a point that describes the size of the blocs. x is the width of the block and y is the the height
* @property size
* @type Point
*/
Object.defineProperty(Phaser.Filter.prototype, 'size', {
get: function() {
return this.uniforms.pixelSize.value;
},
set: function(value) {
this.dirty = true;
this.uniforms.pixelSize.value = value;
}
});
}
});