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Merge pull request #939 from paperkettle/master
Adding a Phaser version of the PixelateFilter
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1 changed files with 65 additions and 0 deletions
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filters/Pixelate.js
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65
filters/Pixelate.js
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/**
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* Original author of PixelateFilter: Mat Groves http://matgroves.com/ @Doormat23
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* adapted for Phaser.js
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*/
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/**
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*
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* This filter applies a pixelate effect making display objects appear 'blocky'
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* @class PixelateFilter
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* @contructor
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*/
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Phaser.Filter.Pixelate = function()
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{
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Phaser.Filter.call(this, game);
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this.passes = [this];
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// set the uniforms
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this.uniforms = {
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invert: {type: '1f', value: 0},
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dimensions: {type: '4fv', value:new Float32Array([10000, 100, 10, 10])},
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pixelSize: {type: '2f', value:{x:10, y:10}},
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};
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this.fragmentSrc = [
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'precision mediump float;',
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'varying vec2 vTextureCoord;',
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'varying vec4 vColor;',
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'uniform vec2 testDim;',
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'uniform vec4 dimensions;',
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'uniform vec2 pixelSize;',
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'uniform sampler2D uSampler;',
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'void main(void) {',
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' vec2 coord = vTextureCoord;',
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' vec2 size = dimensions.xy/pixelSize;',
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' vec2 color = floor( ( vTextureCoord * size ) ) / size + pixelSize/dimensions.xy * 0.5;',
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' gl_FragColor = texture2D(uSampler, color);',
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'}'
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];
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};
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Phaser.Filter.Pixelate.prototype = Object.create(Phaser.Filter.prototype);
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Phaser.Filter.Pixelate.prototype.constructor = Phaser.Filter.Pixelate;
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/**
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*
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* This a point that describes the size of the blocs. x is the width of the block and y is the the height
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* @property size
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* @type Point
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*/
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Object.defineProperty(Phaser.Filter.prototype, 'size', {
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get: function() {
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return this.uniforms.pixelSize.value;
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},
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set: function(value) {
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this.dirty = true;
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this.uniforms.pixelSize.value = value;
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}
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});
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