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();
}