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Merge pull request #939 from paperkettle/master
Adding a Phaser version of the PixelateFilter
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/** | ||
* Original author of PixelateFilter: Mat Groves http://matgroves.com/ @Doormat23 | ||
* adapted for Phaser.js | ||
*/ | ||
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/** | ||
* | ||
* This filter applies a pixelate effect making display objects appear 'blocky' | ||
* @class PixelateFilter | ||
* @contructor | ||
*/ | ||
Phaser.Filter.Pixelate = function() | ||
{ | ||
Phaser.Filter.call(this, game); | ||
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this.passes = [this]; | ||
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// set the uniforms | ||
this.uniforms = { | ||
invert: {type: '1f', value: 0}, | ||
dimensions: {type: '4fv', value:new Float32Array([10000, 100, 10, 10])}, | ||
pixelSize: {type: '2f', value:{x:10, y:10}}, | ||
}; | ||
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this.fragmentSrc = [ | ||
'precision mediump float;', | ||
'varying vec2 vTextureCoord;', | ||
'varying vec4 vColor;', | ||
'uniform vec2 testDim;', | ||
'uniform vec4 dimensions;', | ||
'uniform vec2 pixelSize;', | ||
'uniform sampler2D uSampler;', | ||
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'void main(void) {', | ||
' vec2 coord = vTextureCoord;', | ||
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' vec2 size = dimensions.xy/pixelSize;', | ||
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' vec2 color = floor( ( vTextureCoord * size ) ) / size + pixelSize/dimensions.xy * 0.5;', | ||
' gl_FragColor = texture2D(uSampler, color);', | ||
'}' | ||
]; | ||
}; | ||
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Phaser.Filter.Pixelate.prototype = Object.create(Phaser.Filter.prototype); | ||
Phaser.Filter.Pixelate.prototype.constructor = Phaser.Filter.Pixelate; | ||
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/** | ||
* | ||
* This a point that describes the size of the blocs. x is the width of the block and y is the the height | ||
* @property size | ||
* @type Point | ||
*/ | ||
Object.defineProperty(Phaser.Filter.prototype, 'size', { | ||
get: function() { | ||
return this.uniforms.pixelSize.value; | ||
}, | ||
set: function(value) { | ||
this.dirty = true; | ||
this.uniforms.pixelSize.value = value; | ||
} | ||
}); | ||
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