Added phaser build and hellophaser sample
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71
filters/Tunnel.js
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71
filters/Tunnel.js
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/**
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* Original shader by 4rknova (https://www.shadertoy.com/view/lssGDn)
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* Tweaked, uniforms added and converted to Phaser/PIXI by Richard Davey
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*/
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Phaser.Filter.Tunnel = function (game) {
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Phaser.Filter.call(this, game);
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this.uniforms.alpha = { type: '1f', value: 1 };
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this.uniforms.origin = { type: '1f', value: 2.0 };
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this.uniforms.iChannel0 = { type: 'sampler2D', value: null, textureData: { repeat: true } };
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this.fragmentSrc = [
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"precision mediump float;",
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"uniform vec2 resolution;",
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"uniform float time;",
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"uniform sampler2D iChannel0;",
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"uniform float alpha;",
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"uniform float origin;",
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"#define S 0.79577471545 // Precalculated 2.5 / PI",
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"#define E 0.0001",
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"void main(void)",
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"{",
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"vec2 p = (origin * gl_FragCoord.xy / resolution.xy - 1.0) * vec2(resolution.x / resolution.y, 1.0);",
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"vec2 t = vec2(S * atan(p.x, p.y), 1.0 / max(length(p), E));",
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"vec3 c = texture2D(iChannel0, t + vec2(time * 0.1, time)).xyz;",
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"gl_FragColor = vec4(c / (t.y + 0.5), alpha);",
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"}"
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];
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};
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Phaser.Filter.Tunnel.prototype = Object.create(Phaser.Filter.prototype);
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Phaser.Filter.Tunnel.prototype.constructor = Phaser.Filter.Tunnel;
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Phaser.Filter.Tunnel.prototype.init = function (width, height, texture) {
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this.setResolution(width, height);
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this.uniforms.iChannel0.value = texture;
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texture.baseTexture._powerOf2 = true;
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};
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Object.defineProperty(Phaser.Filter.Tunnel.prototype, 'alpha', {
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get: function() {
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return this.uniforms.alpha.value;
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},
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set: function(value) {
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this.uniforms.alpha.value = value;
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}
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});
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Object.defineProperty(Phaser.Filter.Tunnel.prototype, 'origin', {
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get: function() {
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return this.uniforms.origin.value;
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},
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set: function(value) {
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this.uniforms.origin.value = value;
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}
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});
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