bristoljs/05 shader

 
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });

function preload() {

    game.load.image('texture', 'assets/pics/lance-overdose-loader_eye.png');

}

var filter;
var sprite;

function create() {

    //  Shader by triggerHLM (https://www.shadertoy.com/view/lsfGDH)

    var fragmentSrc = [

        "precision mediump float;",

        "uniform float     time;",
        "uniform vec2      resolution;",
        "uniform sampler2D iChannel0;",

        "float speed = time * 0.2;",
        "float pi = 3.14159265;",

        "void main( void ) {",

            "vec2 position = vec2(640.0/2.0+640.0/2.0*sin(speed*2.0), 360.0/2.0+360.0/2.0*cos(speed*3.0));",
            "vec2 position2 = vec2(640.0/2.0+640.0/2.0*sin((speed+2000.0)*2.0), 360.0/2.0+360.0/2.0*cos((speed+2000.0)*3.0));",

            "vec2 offset = vec2(640.0/2.0, 360.0/2.0) ;",
            "vec2 offset2 = vec2(6.0*sin(speed*1.1), 3.0*cos(speed*1.1));",

            "vec2 oldPos = (gl_FragCoord.xy-offset);",

            "float angle = speed*2.0;",

            "vec2 newPos = vec2(oldPos.x *cos(angle) - oldPos.y *sin(angle),",
            "oldPos.y *cos(angle) + oldPos.x *sin(angle));",

            "newPos = (newPos)*(0.0044+0.004*sin(speed*3.0))-offset2;",
            "vec2 temp = newPos;",
            "newPos.x = temp.x + 0.4*sin(temp.y*2.0+speed*8.0);",
            "newPos.y = (-temp.y + 0.4*sin(temp.x*2.0+speed*8.0));",
            "vec4 final = texture2D(iChannel0,newPos);",
            "//final = texture2D(texCol,gl_FragCoord.xy*vec2(1.0/640, -1.0/360));",
            "gl_FragColor = vec4(final.xyz, 1.0);",

        "}"
    ];

    sprite = game.add.sprite(0, 0, 'texture');
    sprite.width = 800;
    sprite.height = 600;

    var customUniforms = {
        iChannel0: { type: 'sampler2D', value: sprite.texture, textureData: { repeat: true } }
    };

    filter = new Phaser.Filter(game, customUniforms, fragmentSrc);
    filter.setResolution(800, 600);

    sprite.filters = [ filter ];

}

function update() {

    filter.update();

}