/** * Original shader by @301z (http://glsl.heroku.com/e#11707.0) * Tweaked, uniforms added and converted to Phaser/PIXI by Richard Davey */ Phaser.Filter.Fire = function (game) { Phaser.Filter.call(this, game); this.uniforms.alpha = { type: '1f', value: 1.0 } this.uniforms.shift = { type: '1f', value: 1.6 } this.uniforms.speed = { type: '2f', value: { x: 0.7, y: 0.4 } }; this.fragmentSrc = [ "precision mediump float;", "uniform vec2 resolution;", "uniform float time;", "uniform float alpha;", "uniform vec2 speed;", "uniform float shift;", "float rand(vec2 n) {", "return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);", "}", "float noise(vec2 n) {", "const vec2 d = vec2(0.0, 1.0);", "vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));", "return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);", "}", "float fbm(vec2 n) {", "float total = 0.0, amplitude = 1.0;", "for (int i = 0; i < 4; i++) {", "total += noise(n) * amplitude;", "n += n;", "amplitude *= 0.5;", "}", "return total;", "}", "void main() {", "const vec3 c1 = vec3(0.5, 0.0, 0.1);", "const vec3 c2 = vec3(0.9, 0.0, 0.0);", "const vec3 c3 = vec3(0.2, 0.0, 0.0);", "const vec3 c4 = vec3(1.0, 0.9, 0.0);", "const vec3 c5 = vec3(0.1);", "const vec3 c6 = vec3(0.9);", "vec2 p = gl_FragCoord.xy * 8.0 / resolution.xx;", "float q = fbm(p - time * 0.1);", "vec2 r = vec2(fbm(p + q + time * speed.x - p.x - p.y), fbm(p + q - time * speed.y));", "vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);", "gl_FragColor = vec4(c * cos(shift * gl_FragCoord.y / resolution.y), alpha);", "}" ]; }; Phaser.Filter.Fire.prototype = Object.create(Phaser.Filter.prototype); Phaser.Filter.Fire.prototype.constructor = Phaser.Filter.Fire; Phaser.Filter.Fire.prototype.init = function (width, height, alpha, shift) { this.setResolution(width, height); if (typeof alpha !== 'undefined') { this.uniforms.alpha.value = alpha; } if (typeof shift !== 'undefined') { this.uniforms.shift.value = shift; } } Object.defineProperty(Phaser.Filter.Fire.prototype, 'alpha', { get: function() { return this.uniforms.alpha.value; }, set: function(value) { this.uniforms.alpha.value = value; } }); Object.defineProperty(Phaser.Filter.Fire.prototype, 'shift', { get: function() { return this.uniforms.shift.value; }, set: function(value) { this.uniforms.shift.value = value; } }); Object.defineProperty(Phaser.Filter.Fire.prototype, 'speed', { get: function() { return this.uniforms.speed.value; }, set: function(value) { this.uniforms.speed.value = value; } });