/** * Original shader by 4rknova (https://www.shadertoy.com/view/lssGDn) * Tweaked, uniforms added and converted to Phaser/PIXI by Richard Davey */ Phaser.Filter.Tunnel = function (game) { Phaser.Filter.call(this, game); this.uniforms.alpha = { type: '1f', value: 1 }; this.uniforms.origin = { type: '1f', value: 2.0 }; this.uniforms.iChannel0 = { type: 'sampler2D', value: null, textureData: { repeat: true } }; this.fragmentSrc = [ "precision mediump float;", "uniform vec2 resolution;", "uniform float time;", "uniform sampler2D iChannel0;", "uniform float alpha;", "uniform float origin;", "#define S 0.79577471545 // Precalculated 2.5 / PI", "#define E 0.0001", "void main(void)", "{", "vec2 p = (origin * gl_FragCoord.xy / resolution.xy - 1.0) * vec2(resolution.x / resolution.y, 1.0);", "vec2 t = vec2(S * atan(p.x, p.y), 1.0 / max(length(p), E));", "vec3 c = texture2D(iChannel0, t + vec2(time * 0.1, time)).xyz;", "gl_FragColor = vec4(c / (t.y + 0.5), alpha);", "}" ]; }; Phaser.Filter.Tunnel.prototype = Object.create(Phaser.Filter.prototype); Phaser.Filter.Tunnel.prototype.constructor = Phaser.Filter.Tunnel; Phaser.Filter.Tunnel.prototype.init = function (width, height, texture) { this.setResolution(width, height); this.uniforms.iChannel0.value = texture; texture.baseTexture._powerOf2 = true; }; Object.defineProperty(Phaser.Filter.Tunnel.prototype, 'alpha', { get: function() { return this.uniforms.alpha.value; }, set: function(value) { this.uniforms.alpha.value = value; } }); Object.defineProperty(Phaser.Filter.Tunnel.prototype, 'origin', { get: function() { return this.uniforms.origin.value; }, set: function(value) { this.uniforms.origin.value = value; } });