Added phaser build and hellophaser sample
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54
filters/BlurY.js
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54
filters/BlurY.js
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/**
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* A vertical blur filter by Mat Groves http://matgroves.com/ @Doormat23
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*/
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Phaser.Filter.BlurY = function (game) {
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Phaser.Filter.call(this, game);
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this.uniforms.blur = { type: '1f', value: 1 / 512 };
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this.fragmentSrc = [
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"precision mediump float;",
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"varying vec2 vTextureCoord;",
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"varying vec4 vColor;",
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"uniform float blur;",
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"uniform sampler2D uSampler;",
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"void main(void) {",
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"vec4 sum = vec4(0.0);",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 4.0*blur)) * 0.05;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 3.0*blur)) * 0.09;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 2.0*blur)) * 0.12;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - blur)) * 0.15;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + blur)) * 0.15;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 2.0*blur)) * 0.12;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 3.0*blur)) * 0.09;",
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"sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 4.0*blur)) * 0.05;",
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"gl_FragColor = sum;",
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"}"
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];
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};
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Phaser.Filter.BlurY.prototype = Object.create(Phaser.Filter.prototype);
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Phaser.Filter.BlurY.prototype.constructor = Phaser.Filter.BlurY;
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Object.defineProperty(Phaser.Filter.BlurY.prototype, 'blur', {
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get: function() {
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return this.uniforms.blur.value / (1/7000);
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},
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set: function(value) {
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this.dirty = true;
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this.uniforms.blur.value = (1/7000) * value;
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}
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});
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