phaser/filters/Gray.js
photonstorm 3568dc4ff1 Pixi GrayFilter ported over (thanks nickryall #404)
Fixed Time.totalElapsedSeconds, which gets the other filters working again too.
2014-02-27 22:35:06 +00:00

50 lines
1.2 KiB
JavaScript

/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/**
* This turns your displayObjects to grayscale.
* @class Gray
* @contructor
*/
Phaser.Filter.Gray = function (game) {
Phaser.Filter.call(this, game);
this.uniforms.gray = { type: '1f', value: 1.0 };
this.fragmentSrc = [
"precision mediump float;",
"varying vec2 vTextureCoord;",
"varying vec4 vColor;",
"uniform sampler2D uSampler;",
"uniform float gray;",
"void main(void) {",
"gl_FragColor = texture2D(uSampler, vTextureCoord);",
"gl_FragColor.rgb = mix(gl_FragColor.rgb, vec3(0.2126 * gl_FragColor.r + 0.7152 * gl_FragColor.g + 0.0722 * gl_FragColor.b), gray);",
"}"
];
};
Phaser.Filter.Gray.prototype = Object.create(Phaser.Filter.prototype);
Phaser.Filter.Gray.prototype.constructor = Phaser.Filter.Gray;
/**
* The strength of the gray. 1 will make the object black and white, 0 will make the object its normal color
* @property gray
*/
Object.defineProperty(Phaser.Filter.Gray.prototype, 'gray', {
get: function() {
return this.uniforms.gray.value;
},
set: function(value) {
this.uniforms.gray.value = value;
}
});