/** * 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(game) { Phaser.Filter.call(this, game); this.passes = [this]; 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;", "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; } });