/** * A horizontal blur filter by Mat Groves http://matgroves.com/ @Doormat23 */ Phaser.Filter.BlurX = function (game) { Phaser.Filter.call(this, game); this.uniforms.blur = { type: '1f', value: 1 / 512 }; this.fragmentSrc = [ "precision mediump float;", "varying vec2 vTextureCoord;", "varying float vColor;", "uniform float blur;", "uniform sampler2D uSampler;", "void main(void) {", "vec4 sum = vec4(0.0);", "sum += texture2D(uSampler, vec2(vTextureCoord.x - 4.0*blur, vTextureCoord.y)) * 0.05;", "sum += texture2D(uSampler, vec2(vTextureCoord.x - 3.0*blur, vTextureCoord.y)) * 0.09;", "sum += texture2D(uSampler, vec2(vTextureCoord.x - 2.0*blur, vTextureCoord.y)) * 0.12;", "sum += texture2D(uSampler, vec2(vTextureCoord.x - blur, vTextureCoord.y)) * 0.15;", "sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;", "sum += texture2D(uSampler, vec2(vTextureCoord.x + blur, vTextureCoord.y)) * 0.15;", "sum += texture2D(uSampler, vec2(vTextureCoord.x + 2.0*blur, vTextureCoord.y)) * 0.12;", "sum += texture2D(uSampler, vec2(vTextureCoord.x + 3.0*blur, vTextureCoord.y)) * 0.09;", "sum += texture2D(uSampler, vec2(vTextureCoord.x + 4.0*blur, vTextureCoord.y)) * 0.05;", "gl_FragColor = sum;", "}" ]; }; Phaser.Filter.BlurX.prototype = Object.create(Phaser.Filter.prototype); Phaser.Filter.BlurX.prototype.constructor = Phaser.Filter.BlurX; Object.defineProperty(Phaser.Filter.BlurX.prototype, 'blur', { get: function() { return this.uniforms.blur.value / (1/7000); }, set: function(value) { this.uniforms.blur.value = (1/7000) * value; } });