175 lines
5.2 KiB
JavaScript
175 lines
5.2 KiB
JavaScript
//http://glslsandbox.com/e#39992.0
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class Shaders {
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constructor() {
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this.leftToRightFadeShader = `
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precision mediump float;
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varying vec2 vTextureCoord;
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uniform vec4 inputPixel;
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uniform highp vec4 outputFrame;
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uniform float time;
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uniform vec4 fadeincolor;
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uniform vec4 fadeoutcolor;
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void main( void ) {
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vec2 uv = vTextureCoord * inputPixel.xy / outputFrame.zw;
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vec2 mappedCoord = uv;
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float step2 = time;
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float step3 = time + 0.2;
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step3 = clamp(step3, -1.0, 1.0);
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float step4 = 1.0;
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vec4 color = fadeincolor;
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color = mix(color, fadeoutcolor, smoothstep(step2, step3, mappedCoord.x));
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color = mix(color, fadeoutcolor, smoothstep(step3, step4, mappedCoord.x));
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gl_FragColor = color;
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}`
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this.rightToLeftFadeShader = `
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precision mediump float;
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varying vec2 vTextureCoord;
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uniform vec4 inputPixel;
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uniform highp vec4 outputFrame;
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uniform float time;
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uniform vec4 fadeincolor;
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uniform vec4 fadeoutcolor;
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void main( void ) {
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vec2 uv = vTextureCoord * inputPixel.xy / outputFrame.zw;
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vec2 mappedCoord = uv;
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float step2 = (1.0 - time);
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float step3 = (1.0 - time) - 0.2;
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step3 = clamp(step3, 0.0, 1.0);
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float step4 = -0.0001;
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vec4 color = fadeincolor;
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color = mix(color, fadeoutcolor, smoothstep(step2, step3, mappedCoord.x));
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color = mix(color, fadeoutcolor, smoothstep(step3, step4, mappedCoord.x));
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gl_FragColor = color;
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}`
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this.downToUpFadeShader = `
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precision mediump float;
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varying vec2 vTextureCoord;
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uniform vec4 inputPixel;
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uniform highp vec4 outputFrame;
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uniform float time;
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uniform vec4 fadeincolor;
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uniform vec4 fadeoutcolor;
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void main( void ) {
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vec2 uv = vTextureCoord * inputPixel.xy / outputFrame.zw;
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vec2 mappedCoord = uv;
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float step2 = (1.0 - time);
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float step3 = (1.0 - time) - 0.2;
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step3 = clamp(step3, 0.0, 1.0);
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float step4 = -0.0001;
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vec4 color = fadeincolor;
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color = mix(color, fadeoutcolor, smoothstep(step2, step3, mappedCoord.y));
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color = mix(color, fadeoutcolor, smoothstep(step3, step4, mappedCoord.y));
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gl_FragColor = color;
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}`
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this.uptoDownFadeShader = `
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precision mediump float;
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varying vec2 vTextureCoord;
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uniform vec4 inputPixel;
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uniform highp vec4 outputFrame;
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uniform float time;
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uniform vec4 fadeincolor;
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uniform vec4 fadeoutcolor;
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void main( void ) {
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vec2 uv = vTextureCoord * inputPixel.xy / outputFrame.zw;
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vec2 mappedCoord = uv;
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float step2 = time;
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float step3 = time + 0.2;
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step3 = clamp(step3, -1.0, 1.0);
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float step4 = 1.0;
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vec4 color = fadeincolor;
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color = mix(color, fadeoutcolor, smoothstep(step2, step3, mappedCoord.y));
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color = mix(color, fadeoutcolor, smoothstep(step3, step4, mappedCoord.y));
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gl_FragColor = color;
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}`
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this.sepiaShader = `
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precision mediump float;
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varying vec2 vTextureCoord;
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uniform sampler2D uSampler;
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uniform float factor;
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vec4 Sepia( in vec4 color )
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{
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return vec4(
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clamp(color.r * 0.393 + color.g * 0.769 + color.b * 0.189, 0.0, 1.0)
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, clamp(color.r * 0.349 + color.g * 0.686 + color.b * 0.168, 0.0, 1.0)
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, clamp(color.r * 0.272 + color.g * 0.534 + color.b * 0.131, 0.0, 1.0)
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, color.a
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);
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}
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void main (void) {
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gl_FragColor = texture2D(uSampler, vTextureCoord);
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gl_FragColor = mix(gl_FragColor, Sepia(gl_FragColor), clamp(factor,0.0,1.0));
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}`
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this.shaders = {};
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}
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//https://jsfiddle.net/60e5pp8d/1/
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//v5 changes to shaders, https://github.com/pixijs/pixi.js/wiki/v5-Creating-filters
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// https://www.html5gamedevs.com/topic/42235-how-to-get-correct-fragment-shader-uv-in-pixi-50-rc0/
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buildShaders() {
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let divalefttorightfade = new PIXI.Filter(null, this.leftToRightFadeShader, {
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time: { type: 'f', value: 0 },
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fadeincolor: { type: 'v4', value: [0.0,0.0,0.0,1.0] },
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fadeoutcolor: { type: 'v4', value: [0.0,0.0,0.0,0.0] }
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});
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divalefttorightfade.apply = baseShaderApply;
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this.shaders['divalefttorightfade'] = divalefttorightfade;
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let divarighttoleftfade = new PIXI.Filter(null, this.rightToLeftFadeShader, {
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time: { type: 'f', value: 0 },
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fadeincolor: { type: 'v4', value: [0.0,0.0,0.0,1.0] },
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fadeoutcolor: { type: 'v4', value: [0.0,0.0,0.0,0.0] }
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});
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divarighttoleftfade.apply = baseShaderApply;
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this.shaders['divarighttoleftfade'] = divarighttoleftfade;
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let divauptodownfade = new PIXI.Filter(null, this.uptoDownFadeShader, {
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time: { type: 'f', value: 0 },
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fadeincolor: { type: 'v4', value: [0.0,0.0,0.0,1.0] },
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fadeoutcolor: { type: 'v4', value: [0.0,0.0,0.0,0.0] }
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});
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divauptodownfade.apply = baseShaderApply;
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this.shaders['divauptodownfade'] = divauptodownfade;
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let divadowntoupfade = new PIXI.Filter(null, this.downToUpFadeShader, {
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time: { type: 'f', value: 0 },
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fadeincolor: { type: 'v4', value: [0.0,0.0,0.0,1.0] },
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fadeoutcolor: { type: 'v4', value: [0.0,0.0,0.0,0.0] }
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});
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divadowntoupfade.apply = baseShaderApply;
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this.shaders['divadowntoupfade'] = divadowntoupfade;
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let sepia = new PIXI.Filter(null, this.sepiaShader, {
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factor: { type: 'f', value: 0.5 }
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});
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sepia.apply = baseShaderApply;
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this.shaders['sepia'] = sepia;
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function baseShaderApply(filterManager, input, output) {
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filterManager.applyFilter(this, input, output);
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}
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}
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}
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