mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 05:33:35 +00:00
3568dc4ff1
Fixed Time.totalElapsedSeconds, which gets the other filters working again too.
50 lines
1.2 KiB
JavaScript
50 lines
1.2 KiB
JavaScript
/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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/**
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* This turns your displayObjects to grayscale.
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* @class Gray
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* @contructor
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*/
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Phaser.Filter.Gray = function (game) {
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Phaser.Filter.call(this, game);
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this.uniforms.gray = { type: '1f', value: 1.0 };
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this.fragmentSrc = [
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"precision mediump float;",
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"varying vec2 vTextureCoord;",
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"varying vec4 vColor;",
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"uniform sampler2D uSampler;",
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"uniform float gray;",
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"void main(void) {",
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"gl_FragColor = texture2D(uSampler, vTextureCoord);",
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"gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0.2126 * gl_FragColor.r + 0.7152 * gl_FragColor.g + 0.0722 * gl_FragColor.b), gray);",
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"}"
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];
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};
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Phaser.Filter.Gray.prototype = Object.create(Phaser.Filter.prototype);
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Phaser.Filter.Gray.prototype.constructor = Phaser.Filter.Gray;
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/**
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* The strength of the gray. 1 will make the object black and white, 0 will make the object its normal color
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* @property gray
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*/
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Object.defineProperty(Phaser.Filter.Gray.prototype, 'gray', {
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get: function() {
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return this.uniforms.gray.value;
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},
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set: function(value) {
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this.uniforms.gray.value = value;
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}
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});
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