Added phaser build and hellophaser sample
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61
filters/CausticLight.js
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61
filters/CausticLight.js
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/**
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* A sample demonstrating how to create new Phaser Filters.
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*/
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Phaser.Filter.SampleFilter = function (game) {
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Phaser.Filter.call(this, game);
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this.uniforms.divisor = { type: '1f', value: 0.5 };
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// The fragment shader source
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this.fragmentSrc = [
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"precision mediump float;",
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"uniform vec3 resolution;",
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"uniform float time;",
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"const int complexity = 40; // More points of color.",
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"const float mouse_factor = 25.0; // Makes it more/less jumpy.",
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"const float mouse_offset = 5.0; // Drives complexity in the amount of curls/cuves. Zero is a single whirlpool.",
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"const float fluid_speed = 45.0; // Drives speed, higher number will make it slower.",
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"const float color_intensity = 0.30;",
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"const float Pi = 3.14159;",
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"float sinApprox(float x) {",
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"x = Pi + (2.0 * Pi) * floor(x / (2.0 * Pi)) - x;",
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"return (4.0 / Pi) * x - (4.0 / Pi / Pi) * x * abs(x);",
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"}",
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"float cosApprox(float x) {",
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"return sinApprox(x + 0.5 * Pi);",
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"}",
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"void main()",
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"{",
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"vec2 p=(2.0*gl_FragCoord.xy-resolution)/max(resolution.x,resolution.y);",
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"for(int i=1;i<complexity;i++)",
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"{",
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"vec2 newp=p;",
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"newp.x+=0.6/float(i)*sin(float(i)*p.y+time/fluid_speed+0.3*float(i))+mouse.y/mouse_factor+mouse_offset;",
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"newp.y+=0.6/float(i)*sin(float(i)*p.x+time/fluid_speed+0.3*float(i+10))-mouse.x/mouse_factor+mouse_offset;",
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"p=newp;",
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"}",
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"vec3 col=vec3(color_intensity*sin(3.0*p.x)+color_intensity,color_intensity*sin(3.0*p.y)+color_intensity,color_intensity*sin(p.x+p.y)+color_intensity);",
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"gl_FragColor=vec4(col, 1.0);",
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"}"
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];
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};
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Phaser.Filter.SampleFilter.prototype = Object.create(Phaser.Filter.prototype);
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Phaser.Filter.SampleFilter.prototype.constructor = Phaser.Filter.SampleFilter;
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Phaser.Filter.SampleFilter.prototype.init = function (width, height, divisor) {
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if (typeof divisor == 'undefined') { divisor = 0.5; }
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this.setResolution(width, height);
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this.uniforms.divisor.value = divisor;
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};
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