const fragmentShader = ` #ifdef GL_ES precision mediump float; #endif uniform float time; uniform vec2 mouse; uniform vec2 resolution; float rand(int seed, float ray) { return mod(sin(float(seed)*1.0+ray*1.0)*1.0, 1.0); } void main( void ) { float pi = 3.14159265359; vec2 position = ( gl_FragCoord.xy / resolution.xy ) - mouse; position.y *= resolution.y/resolution.x; float ang = atan(position.y, position.x); float dist = length(position); gl_FragColor.rgb = vec3(0.5, 0.5, 0.5) * (pow(dist, -1.0) * 0.05); for (float ray = 0.0; ray < 18.0; ray += 1.0) { //float rayang = rand(5234, ray)*6.2+time*5.0*(rand(2534, ray)-rand(3545, ray)); //float rayang = time + ray * (1.0 * (1.0 - (1.0 / 1.0))); float rayang = (((ray) / 9.0) * 3.14) + (time * 0.1 ); rayang = mod(rayang, pi*2.0); if (rayang < ang - pi) {rayang += pi*1.0;} if (rayang > ang + pi) {rayang -= pi*2.0;} float brite = 0.3 - abs(ang - rayang); brite -= dist * 0.2; if (brite > 0.0) { gl_FragColor.rgb += vec3(sin(ray*mouse.y+0.0)+1.0, sin(ray*mouse.y+2.0)+1.0, sin(ray*mouse.y+4.0)+1.0) * brite; } } gl_FragColor.a = 2.0; } `; class Example extends Phaser.Scene { constructor() { super(); } preload() { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.image('pic', 'assets/pics/rick-and-morty-by-sawuinhaff-da64e7y.png'); this.load.image('logo', 'assets/sprites/phaser3-logo-x2.png'); } create() { const shape1 = this.make.graphics().fillCircle(400, 300, 300); const shape2 = this.make.graphics().fillCircle(400, 300, 200); const mask1 = shape1.createGeometryMask(); const mask2 = shape2.createGeometryMask(); const maskImage = this.make.image({ x: 400, y: 300, key: 'logo', add: false }); const mask3 = maskImage.createBitmapMask(); // this.cameras.main.setMask(mask3, false); this.add.image(400, 300, 'pic'); // this.add.image(400, 300, 'pic').setMask(mask1); const baseShader = new Phaser.Display.BaseShader('BufferShader', fragmentShader); const shader = this.add.shader(baseShader, 400, 300, 800, 600).setMask(mask3); shader.setPointer(this.input.activePointer); // this.add.image(400, 300, 'logo').setMask(mask2); // this.add.image(400, 400, 'logo'); } } const config = { type: Phaser.WEBGL, parent: 'phaser-example', width: 800, height: 600, scene: [ Example ] }; const game = new Phaser.Game(config);
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const fragmentShader = ` #ifdef GL_ES precision mediump float; #endif uniform float time; uniform vec2 mouse; uniform vec2 resolution; float rand(int seed, float ray) { return mod(sin(float(seed)*1.0+ray*1.0)*1.0, 1.0); } void main( void ) { float pi = 3.14159265359; vec2 position = ( gl_FragCoord.xy / resolution.xy ) - mouse; position.y *= resolution.y/resolution.x; float ang = atan(position.y, position.x); float dist = length(position); gl_FragColor.rgb = vec3(0.5, 0.5, 0.5) * (pow(dist, -1.0) * 0.05); for (float ray = 0.0; ray < 18.0; ray += 1.0) { //float rayang = rand(5234, ray)*6.2+time*5.0*(rand(2534, ray)-rand(3545, ray)); //float rayang = time + ray * (1.0 * (1.0 - (1.0 / 1.0))); float rayang = (((ray) / 9.0) * 3.14) + (time * 0.1 ); rayang = mod(rayang, pi*2.0); if (rayang < ang - pi) {rayang += pi*1.0;} if (rayang > ang + pi) {rayang -= pi*2.0;} float brite = 0.3 - abs(ang - rayang); brite -= dist * 0.2; if (brite > 0.0) { gl_FragColor.rgb += vec3(sin(ray*mouse.y+0.0)+1.0, sin(ray*mouse.y+2.0)+1.0, sin(ray*mouse.y+4.0)+1.0) * brite; } } gl_FragColor.a = 2.0; } `; class Example extends Phaser.Scene { constructor() { super(); } preload() { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.image('pic', 'assets/pics/rick-and-morty-by-sawuinhaff-da64e7y.png'); this.load.image('logo', 'assets/sprites/phaser3-logo-x2.png'); } create() { const shape1 = this.make.graphics().fillCircle(400, 300, 300); const shape2 = this.make.graphics().fillCircle(400, 300, 200); const mask1 = shape1.createGeometryMask(); const mask2 = shape2.createGeometryMask(); const maskImage = this.make.image({ x: 400, y: 300, key: 'logo', add: false }); const mask3 = maskImage.createBitmapMask(); // this.cameras.main.setMask(mask3, false); this.add.image(400, 300, 'pic'); // this.add.image(400, 300, 'pic').setMask(mask1); const baseShader = new Phaser.Display.BaseShader('BufferShader', fragmentShader); const shader = this.add.shader(baseShader, 400, 300, 800, 600).setMask(mask3); shader.setPointer(this.input.activePointer); // this.add.image(400, 300, 'logo').setMask(mask2); // this.add.image(400, 400, 'logo'); } } const config = { type: Phaser.WEBGL, parent: 'phaser-example', width: 800, height: 600, scene: [ Example ] }; const game = new Phaser.Game(config);