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801 lines
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HTML
801 lines
20 KiB
HTML
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.Polygon.html">Polygon</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<a href="Phaser.RetroFont.html">RetroFont</a>
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<a href="Phaser.Rope.html">Rope</a>
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</li>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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<a href="Phaser.Sound.html">Sound</a>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.Sprite.html">Sprite</a>
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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<a href="Phaser.Stage.html">Stage</a>
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<a href="Phaser.State.html">State</a>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.Tile.html">Tile</a>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<li class="class-depth-1">
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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</li>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TileSprite.html">TileSprite</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Time.html">Time</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="Phaser.Touch.html">Touch</a>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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</ul>
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</ul>
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<h1 class="page-title">Source: core/Filter.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* This is a base Filter class to use for any Phaser filter development.
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*
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* @class Phaser.Filter
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Object} uniforms - Uniform mappings object
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* @param {Array} fragmentSrc - The fragment shader code.
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*/
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Phaser.Filter = function (game, uniforms, fragmentSrc) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {number} type - The const type of this object, either Phaser.WEBGL_FILTER or Phaser.CANVAS_FILTER.
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* @default
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*/
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this.type = Phaser.WEBGL_FILTER;
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/**
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* An array of passes - some filters contain a few steps this array simply stores the steps in a linear fashion.
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* For example the blur filter has two passes blurX and blurY.
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* @property {array} passes - An array of filter objects.
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* @private
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*/
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this.passes = [this];
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/**
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* @property {array} shaders - Array an array of shaders.
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* @private
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*/
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this.shaders = [];
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/**
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* @property {boolean} dirty - Internal PIXI var.
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* @default
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*/
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this.dirty = true;
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/**
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* @property {number} padding - Internal PIXI var.
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* @default
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*/
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this.padding = 0;
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/**
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* @property {Phaser.Point} prevPoint - The previous position of the pointer (we don't update the uniform if the same)
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*/
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this.prevPoint = new Phaser.Point();
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/*
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* The supported types are: 1f, 1fv, 1i, 2f, 2fv, 2i, 2iv, 3f, 3fv, 3i, 3iv, 4f, 4fv, 4i, 4iv, mat2, mat3, mat4 and sampler2D.
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*/
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var d = new Date();
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/**
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* @property {object} uniforms - Default uniform mappings. Compatible with ShaderToy and GLSLSandbox.
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*/
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this.uniforms = {
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resolution: { type: '2f', value: { x: 256, y: 256 }},
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time: { type: '1f', value: 0 },
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mouse: { type: '2f', value: { x: 0.0, y: 0.0 } },
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date: { type: '4fv', value: [ d.getFullYear(), d.getMonth(), d.getDate(), d.getHours() *60 * 60 + d.getMinutes() * 60 + d.getSeconds() ] },
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sampleRate: { type: '1f', value: 44100.0 },
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iChannel0: { type: 'sampler2D', value: null, textureData: { repeat: true } },
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iChannel1: { type: 'sampler2D', value: null, textureData: { repeat: true } },
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iChannel2: { type: 'sampler2D', value: null, textureData: { repeat: true } },
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iChannel3: { type: 'sampler2D', value: null, textureData: { repeat: true } }
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};
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// Copy over/replace any passed in the constructor
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if (uniforms)
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{
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for (var key in uniforms)
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{
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this.uniforms[key] = uniforms[key];
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}
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}
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/**
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* @property {array} fragmentSrc - The fragment shader code.
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*/
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this.fragmentSrc = fragmentSrc || [];
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};
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Phaser.Filter.prototype = {
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/**
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* Should be over-ridden.
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* @method Phaser.Filter#init
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*/
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init: function () {
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// This should be over-ridden. Will receive a variable number of arguments.
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},
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/**
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* Set the resolution uniforms on the filter.
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* @method Phaser.Filter#setResolution
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* @param {number} width - The width of the display.
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* @param {number} height - The height of the display.
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*/
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setResolution: function (width, height) {
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this.uniforms.resolution.value.x = width;
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this.uniforms.resolution.value.y = height;
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},
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/**
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* Updates the filter.
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* @method Phaser.Filter#update
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* @param {Phaser.Pointer} [pointer] - A Pointer object to use for the filter. The coordinates are mapped to the mouse uniform.
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*/
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update: function (pointer) {
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if (typeof pointer !== 'undefined')
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{
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var x = pointer.x / this.game.width;
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var y = 1 - pointer.y / this.game.height;
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if (x !== this.prevPoint.x || y !== this.prevPoint.y)
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{
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this.uniforms.mouse.value.x = x.toFixed(2);
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this.uniforms.mouse.value.y = y.toFixed(2);
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this.prevPoint.set(x, y);
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}
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}
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this.uniforms.time.value = this.game.time.totalElapsedSeconds();
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},
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/**
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* Clear down this Filter and null out references
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* @method Phaser.Filter#destroy
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*/
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destroy: function () {
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this.game = null;
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}
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};
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Phaser.Filter.prototype.constructor = Phaser.Filter;
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/**
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* @name Phaser.Filter#width
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* @property {number} width - The width (resolution uniform)
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*/
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Object.defineProperty(Phaser.Filter.prototype, 'width', {
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get: function() {
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return this.uniforms.resolution.value.x;
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},
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set: function(value) {
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this.uniforms.resolution.value.x = value;
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}
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});
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/**
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* @name Phaser.Filter#height
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* @property {number} height - The height (resolution uniform)
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*/
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Object.defineProperty(Phaser.Filter.prototype, 'height', {
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get: function() {
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return this.uniforms.resolution.value.y;
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},
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set: function(value) {
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this.uniforms.resolution.value.y = value;
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}
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});
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</pre>
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</article>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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