mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 09:03:29 +00:00
112 lines
3.1 KiB
JavaScript
112 lines
3.1 KiB
JavaScript
/**
|
|
* Original shader by @301z (http://glsl.heroku.com/e#11707.0)
|
|
* Tweaked, uniforms added and converted to Phaser/PIXI by Richard Davey
|
|
*/
|
|
Phaser.Filter.Fire = function (game) {
|
|
|
|
Phaser.Filter.call(this, game);
|
|
|
|
this.uniforms.alpha = { type: '1f', value: 1.0 };
|
|
this.uniforms.shift = { type: '1f', value: 1.6 };
|
|
this.uniforms.speed = { type: '2f', value: { x: 0.7, y: 0.4 } };
|
|
|
|
this.fragmentSrc = [
|
|
|
|
"precision mediump float;",
|
|
"uniform vec2 resolution;",
|
|
"uniform float time;",
|
|
"uniform float alpha;",
|
|
"uniform vec2 speed;",
|
|
"uniform float shift;",
|
|
|
|
"float rand(vec2 n) {",
|
|
"return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);",
|
|
"}",
|
|
|
|
"float noise(vec2 n) {",
|
|
"const vec2 d = vec2(0.0, 1.0);",
|
|
"vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));",
|
|
"return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);",
|
|
"}",
|
|
|
|
"float fbm(vec2 n) {",
|
|
"float total = 0.0, amplitude = 1.0;",
|
|
"for (int i = 0; i < 4; i++) {",
|
|
"total += noise(n) * amplitude;",
|
|
"n += n;",
|
|
"amplitude *= 0.5;",
|
|
"}",
|
|
"return total;",
|
|
"}",
|
|
|
|
"void main() {",
|
|
|
|
"const vec3 c1 = vec3(0.5, 0.0, 0.1);",
|
|
"const vec3 c2 = vec3(0.9, 0.0, 0.0);",
|
|
"const vec3 c3 = vec3(0.2, 0.0, 0.0);",
|
|
"const vec3 c4 = vec3(1.0, 0.9, 0.0);",
|
|
"const vec3 c5 = vec3(0.1);",
|
|
"const vec3 c6 = vec3(0.9);",
|
|
|
|
"vec2 p = gl_FragCoord.xy * 8.0 / resolution.xx;",
|
|
"float q = fbm(p - time * 0.1);",
|
|
"vec2 r = vec2(fbm(p + q + time * speed.x - p.x - p.y), fbm(p + q - time * speed.y));",
|
|
"vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);",
|
|
"gl_FragColor = vec4(c * cos(shift * gl_FragCoord.y / resolution.y), alpha);",
|
|
"}"
|
|
];
|
|
|
|
};
|
|
|
|
Phaser.Filter.Fire.prototype = Object.create(Phaser.Filter.prototype);
|
|
Phaser.Filter.Fire.prototype.constructor = Phaser.Filter.Fire;
|
|
|
|
Phaser.Filter.Fire.prototype.init = function (width, height, alpha, shift) {
|
|
|
|
this.setResolution(width, height);
|
|
|
|
if (typeof alpha !== 'undefined') {
|
|
this.uniforms.alpha.value = alpha;
|
|
}
|
|
|
|
if (typeof shift !== 'undefined') {
|
|
this.uniforms.shift.value = shift;
|
|
}
|
|
|
|
};
|
|
|
|
Object.defineProperty(Phaser.Filter.Fire.prototype, 'alpha', {
|
|
|
|
get: function() {
|
|
return this.uniforms.alpha.value;
|
|
},
|
|
|
|
set: function(value) {
|
|
this.uniforms.alpha.value = value;
|
|
}
|
|
|
|
});
|
|
|
|
Object.defineProperty(Phaser.Filter.Fire.prototype, 'shift', {
|
|
|
|
get: function() {
|
|
return this.uniforms.shift.value;
|
|
},
|
|
|
|
set: function(value) {
|
|
this.uniforms.shift.value = value;
|
|
}
|
|
|
|
});
|
|
|
|
Object.defineProperty(Phaser.Filter.Fire.prototype, 'speed', {
|
|
|
|
get: function() {
|
|
return this.uniforms.speed.value;
|
|
},
|
|
|
|
set: function(value) {
|
|
this.uniforms.speed.value = value;
|
|
}
|
|
|
|
});
|