/** * A sample demonstrating how to create new Phaser Filters. */ Phaser.Filter.SampleFilter = function (game) { Phaser.Filter.call(this, game); /** * By default the following uniforms are already created and available: * * uniform float time - The current number of elapsed milliseconds in the game. * uniform vec3 resolution - The dimensions of the filter. Can be set via setSize(width, height) * uniform vec4 mouse - The mouse / touch coordinates taken from the pointer given to the update function, if any. * uniform sampler2D uSampler - The current texture (usually the texture of the Sprite the shader is bound to) * * Add in any additional vars you require. Here is a new one called 'wobble' that is a 2f: * * this.uniforms.wobble = { type: '2f', value: { x: 0, y: 0 }}; * * The supported types are: 1f, 1fv, 1i, 2f, 2fv, 2i, 2iv, 3f, 3fv, 3i, 3iv, 4f, 4fv, 4i, 4iv, mat2, mat3, mat4 and sampler2D. */ this.uniforms.divisor = { type: '1f', value: 0.5 }; // The fragment shader source this.fragmentSrc = [ "precision mediump float;", "uniform vec3 resolution;", "uniform float time;", "uniform float divisor;", "void main(void) {", "vec2 uv = gl_FragCoord.xy / resolution.xy;", "gl_FragColor = vec4(uv, divisor * sin(time), 0.0);", "}" ]; }; Phaser.Filter.SampleFilter.prototype = Object.create(Phaser.Filter.prototype); Phaser.Filter.SampleFilter.prototype.constructor = Phaser.Filter.SampleFilter; Phaser.Filter.SampleFilter.prototype.init = function (width, height, divisor) { if (typeof divisor == 'undefined') { divisor = 0.5 }; this.setResolution(width, height); this.uniforms.divisor.value = divisor; }