mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 06:30:38 +00:00
171 lines
4.7 KiB
JavaScript
171 lines
4.7 KiB
JavaScript
/**
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* Original shader from http://glsl.heroku.com/e#12260.0
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* Tweaked, uniforms added and converted to Phaser/PIXI by Richard Davey
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*/
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Phaser.Filter.CheckerWave = function (game) {
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Phaser.Filter.call(this, game);
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this.uniforms.alpha = { type: '1f', value: 1.0 };
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this.uniforms.vrp = { type: '3f', value: { x: 0.0, y: -5.0, z: 0.0 }};
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this.uniforms.color1 = { type: '3f', value: { x: 0, y: 1, z: 1 }};
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this.uniforms.color2 = { type: '3f', value: { x: 1, y: 1, z: 1 }};
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this.fragmentSrc = [
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"precision mediump float;",
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"uniform vec2 resolution;",
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"uniform float time;",
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"uniform float alpha;",
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"uniform vec3 vrp;",
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"uniform vec3 color1;",
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"uniform vec3 color2;",
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"// Scene Start",
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"// Floor",
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"vec2 obj0(in vec3 p) {",
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"// obj deformation",
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"p.y=p.y+sin(sqrt(p.x*p.x+p.z*p.z)-time*4.0)*0.5;",
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"//plane",
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"return vec2(p.y+3.0,0);",
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"}",
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"// Floor Color (checkerboard)",
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"vec3 obj0_c(in vec3 p) {",
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"if (fract(p.x*.5)>.5)",
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"if (fract(p.z*.5)>.5)",
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"return color1;",
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"else",
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"return color2;",
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"else",
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"if (fract(p.z*.5)>.5)",
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"return color2;",
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"else",
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"return color1;",
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"}",
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"// Scene End",
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"void main(void) {",
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"vec2 vPos=-1.0+2.0*gl_FragCoord.xy/resolution.xy;",
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"// Camera animation",
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"vec3 vuv=vec3(0,2,sin(time*0.1));//Change camere up vector here",
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"vec3 prp=vec3(-sin(time*0.6)*8.0,0,cos(time*0.4)*8.0); //Change camera path position here",
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"// Camera setup",
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"vec3 vpn=normalize(vrp-prp);",
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"vec3 u=normalize(cross(vuv,vpn));",
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"vec3 v=cross(vpn,u);",
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"vec3 vcv=(prp+vpn);",
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"vec3 scrCoord=vcv+vPos.x*u*resolution.x/resolution.y+vPos.y*v;",
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"vec3 scp=normalize(scrCoord-prp);",
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"// Raymarching",
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"const vec3 e=vec3(0.1,0,0);",
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"const float maxd=80.0; //Max depth",
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"vec2 s=vec2(0.1,0.0);",
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"vec3 c,p,n;",
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"float f=1.0;",
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"for (int i=0;i<156;i++) {",
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"if (abs(s.x)<.01||f>maxd) break;",
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"f+=s.x;",
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"p=prp+scp*f;",
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"s=obj0(p);",
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"}",
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"if (f<maxd) {",
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"if (s.y==0.0)",
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"c=obj0_c(p);",
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"n=normalize(",
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"vec3(s.x-obj0(p-e.xyy).x,",
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"s.x-obj0(p-e.yxy).x,",
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"s.x-obj0(p-e.yyx).x));",
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"float b=dot(n,normalize(prp-p));",
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"vec4 color = vec4(( b * c + pow(b, 8.0)) * (1.0 - f * .02), 1.0); //simple phong LightPosition=CameraPosition",
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"color.a = alpha;",
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"gl_FragColor=color;",
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"}",
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"else gl_FragColor=vec4(0,0,0.1,alpha); //background color",
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"}"
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];
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};
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Phaser.Filter.CheckerWave.prototype = Object.create(Phaser.Filter.prototype);
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Phaser.Filter.CheckerWave.prototype.constructor = Phaser.Filter.CheckerWave;
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Phaser.Filter.CheckerWave.prototype.init = function (width, height) {
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this.setResolution(width, height);
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};
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Phaser.Filter.CheckerWave.prototype.setColor1 = function (red, green, blue) {
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this.uniforms.color1.value.x = red;
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this.uniforms.color1.value.y = green;
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this.uniforms.color1.value.z = blue;
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};
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Phaser.Filter.CheckerWave.prototype.setColor2 = function (red, green, blue) {
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this.uniforms.color2.value.x = red;
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this.uniforms.color2.value.y = green;
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this.uniforms.color2.value.z = blue;
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};
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Object.defineProperty(Phaser.Filter.CheckerWave.prototype, 'alpha', {
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get: function() {
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return this.uniforms.alpha.value;
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},
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set: function(value) {
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this.uniforms.alpha.value = value;
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}
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});
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Object.defineProperty(Phaser.Filter.CheckerWave.prototype, 'cameraX', {
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get: function() {
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return this.uniforms.vrp.value.x;
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},
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set: function(value) {
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this.uniforms.vrp.value.x = value;
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}
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});
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Object.defineProperty(Phaser.Filter.CheckerWave.prototype, 'cameraY', {
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get: function() {
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return this.uniforms.vrp.value.y;
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},
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set: function(value) {
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this.uniforms.vrp.value.y = value;
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}
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});
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Object.defineProperty(Phaser.Filter.CheckerWave.prototype, 'cameraZ', {
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get: function() {
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return this.uniforms.vrp.value.z;
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},
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set: function(value) {
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this.uniforms.vrp.value.z = value;
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}
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});
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