diff --git a/filters/Pixelate.js b/filters/Pixelate.js new file mode 100644 index 000000000..7996c9328 --- /dev/null +++ b/filters/Pixelate.js @@ -0,0 +1,65 @@ +/** + * 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() +{ + 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.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;', + + ' 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; + } +}); +