Created
April 27, 2018 08:45
-
-
Save PrimaryFeather/ead378cc659dffc0fb710e492734ffae to your computer and use it in GitHub Desktop.
Chromatic Aberration Filter for Starling
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
package starling.extensions | |
{ | |
import starling.filters.FragmentFilter; | |
import starling.rendering.FilterEffect; | |
/** | |
* Chromatic Aberration | |
* USAGE: | |
* var filter:CAFilter = new CAFilter(); | |
* filter.angle = 20; | |
* filter.intensity = 20; | |
* layer1.filter = filter; | |
*/ | |
public class CAFilter extends FragmentFilter | |
{ | |
public function CAFilter():void | |
{ } | |
override protected function createEffect():FilterEffect | |
{ | |
return new CAEffect(); | |
} | |
private function get caEffect():CAEffect | |
{ | |
return effect as CAEffect; | |
} | |
public function get intensity():Number { return caEffect.intensity; } | |
public function set intensity(value:Number):void | |
{ | |
caEffect.intensity = value; | |
setRequiresRedraw(); | |
} | |
public function get angle():Number { return caEffect.angle; } | |
public function set angle(value:Number):void | |
{ | |
caEffect.angle = value; | |
setRequiresRedraw(); | |
} | |
} | |
} | |
// ################################################################################################ | |
import flash.display3D.Context3D; | |
import flash.display3D.Context3DProgramType; | |
import starling.rendering.FilterEffect; | |
import starling.rendering.Program; | |
class CAEffect extends FilterEffect | |
{ | |
private var _constants:Vector.<Number>; | |
private var _intensity:Number; | |
private var _angle:Number; | |
public function CAEffect() | |
{ | |
_constants = new Vector.<Number>(4, true); | |
_intensity = 0; | |
_angle = 0; | |
} | |
override protected function createProgram():Program | |
{ | |
var vertexShader:String = STD_VERTEX_SHADER; | |
var fragmentShader:String = [ | |
"tex ft0, v0, fs0 <2d, clamp, linear, mipnone>", | |
"add ft3.xyzw, fc0.xyzw, v0.xyxy", | |
"tex ft1, ft3.xy, fs0 <2d, clamp, linear, mipnone>", | |
"tex ft2, ft3.zw, fs0 <2d, clamp, linear, mipnone>", | |
"mov ft0.x, ft1.x", | |
"mov ft0.z, ft2.z", | |
"mov oc, ft0" | |
].join("\n"); | |
return Program.fromSource(vertexShader, fragmentShader); | |
} | |
override protected function beforeDraw(context:Context3D):void | |
{ | |
context.setProgramConstantsFromVector(Context3DProgramType.FRAGMENT, 0, _constants, int(_constants.length / 4)); | |
super.beforeDraw(context); | |
} | |
private function doMagic():void | |
{ | |
var x:Number = _intensity * Math.cos(_angle); | |
var y:Number = _intensity * Math.sin(_angle); | |
_constants[0] = x; | |
_constants[1] = y; | |
_constants[2] = -x; | |
_constants[3] = -y; | |
} | |
public function get intensity():Number { return _intensity * 1000; } | |
public function set intensity(value:Number):void | |
{ | |
_intensity = value / 1000; | |
doMagic(); | |
} | |
public function get angle():Number { return _angle; } | |
public function set angle(value:Number):void | |
{ | |
_angle = value; | |
doMagic(); | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment