Sandbox

class Example extends Phaser.Scene
{
    constructor ()
    {
        super();
    }

    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
        this.load.image('alien', 'assets/shaders/alien.png');
        this.load.image('sandbox', 'assets/shaders/sandbox.png');
        this.load.image('logo', 'assets/sprites/phaser-large.png');
    }

    create ()
    {
        const base = new Phaser.Display.BaseShader('wobble', frag);
        const base2 = new Phaser.Display.BaseShader('laser', frag2, null, { alpha: { type: '1f', value: 1 } });

        const shader1 = this.add.shader(base, 400, 400, 800, 800);
        const shader2 = this.add.shader(base2, 400, 400, 800, 800);

        const alien = this.add.image(400, 1200, 'alien');

        this.add.image(400, 350, 'logo');
        this.add.image(400, 450, 'sandbox').setScale(0.5);

        this.tweens.add({
            targets: alien,
            y: -400,
            duration: 4000,
            ease: 'Sine.easeInOut',
            yoyo: true,
            repeat: -1
        });

        const v = {
            alpha: 1
        };

        this.tweens.add({
            targets: v,
            delay: 2000,
            repeatDelay: 4000,
            hold: 4000,
            alpha: 0,
            duration: 2000,
            yoyo: true,
            repeat: -1,
            onUpdate: () => {
                shader2.setUniform('alpha.value', v.alpha);
            }
        });
    }
}

const game = new Phaser.Game({
    type: Phaser.WEBGL,
    parent: 'phaser-example',
    width: 800,
    height: 800,
    scale: {
        mode: Phaser.Scale.FIT,
        autoCenter: Phaser.Scale.CENTER_BOTH
    },
    scene: Example
});

const frag = `
#ifdef GL_ES
precision mediump float;
#endif

#extension GL_OES_standard_derivatives : enable

uniform vec2 resolution;
uniform float time;

/*
* @author Hazsi (kinda)
*/
mat2 m(float a) {
    float c=cos(a), s=sin(a);
    return mat2(c,-s,s,c);
}

float map(vec3 p) {
    p.xz *= m(time * 0.4);p.xy*= m(time * 0.1);
    vec3 q = p * 2.0 + time;
    return length(p+vec3(sin(time * 0.7))) * log(length(p) + 1.0) + sin(q.x + sin(q.z + sin(q.y))) * 0.5 - 1.0;
}

void main() {
    vec2 a = gl_FragCoord.xy / resolution.y - vec2(0.9, 0.5);
    vec3 cl = vec3(0.0);
    float d = 2.5;

    for (int i = 0; i <= 5; i++) {
        vec3 p = vec3(0, 0, 4.0) + normalize(vec3(a, -1.0)) * d;
        float rz = map(p);
        float f =  clamp((rz - map(p + 0.1)) * 0.5, -0.1, 1.0);
        vec3 l = vec3(0.1, 0.3, 0.4) + vec3(5.0, 2.5, 3.0) * f;
        cl = cl * l + smoothstep(2.5, 0.0, rz) * 0.6 * l;
        d += min(rz, 1.0);
    }

    gl_FragColor = vec4(cl, 1.0);
}
`;

const frag2 = `
precision mediump float;

uniform float time;
uniform float alpha;
uniform vec2 resolution;

void main(void) {
	vec2 uPos = ( gl_FragCoord.xy / resolution.xy );
	uPos -= .5;
	vec3 color = vec3(-0.1);
	float vertColor = 0.0;
	for( float i = 0.; i < 6.5; ++i ) {
		uPos.y += sin( uPos.x*(i+1.0) + (time * 1.5)   +i/0.00000001 ) * 0.1;
		float fTemp = abs(1.0 / uPos.y / 100.0);
		vertColor += fTemp;
		color += vec3( fTemp*(10.0-i)/10.0, fTemp*i/10.0, pow(fTemp,0.99)*1.5 );
	}
	gl_FragColor = vec4(color * alpha, alpha);
}
`;