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'use strict'; | |
/** | |
* | |
* The BlurFilter applies a Gaussian blur to an object. | |
* The strength of the blur can be set for x- and y-axis separately (always relative to the stage). | |
* | |
* @class BlurFilter | |
* @contructor | |
*/ | |
var BlurFilter = function() | |
{ | |
this.blurXFilter = new PIXI.BlurXFilter(); | |
this.blurYFilter = new PIXI.BlurYFilter(); | |
this.passes =[this.blurXFilter, this.blurYFilter]; | |
}; | |
/** | |
* Sets the strength of both the blurX and blurY properties simultaneously | |
* | |
* @property blur | |
* @type Number the strength of the blur | |
* @default 2 | |
*/ | |
Object.defineProperty(BlurFilter.prototype, 'blur', { | |
get: function() { | |
return this.blurXFilter.blur; | |
}, | |
set: function(value) { | |
this.blurXFilter.blur = this.blurYFilter.blur = value; | |
} | |
}); | |
/** | |
* Sets the strength of the blurX property | |
* | |
* @property blurX | |
* @type Number the strength of the blurX | |
* @default 2 | |
*/ | |
Object.defineProperty(BlurFilter.prototype, 'blurX', { | |
get: function() { | |
return this.blurXFilter.blur; | |
}, | |
set: function(value) { | |
this.blurXFilter.blur = value; | |
} | |
}); | |
/** | |
* Sets the strength of the blurX property | |
* | |
* @property blurY | |
* @type Number the strength of the blurY | |
* @default 2 | |
*/ | |
Object.defineProperty(BlurFilter.prototype, 'blurY', { | |
get: function() { | |
return this.blurYFilter.blur; | |
}, | |
set: function(value) { | |
this.blurYFilter.blur = value; | |
} | |
}); | |
module.exports = BlurFilter; | |
PIXI.BlurXFilter = function() | |
{ | |
PIXI.AbstractFilter.call( this ); | |
this.passes = [this]; | |
// set the uniforms | |
this.uniforms = { | |
blur: {type: '1f', value: 1/512}, | |
}; | |
this.fragmentSrc = [ | |
'precision mediump float;', | |
'varying vec2 vTextureCoord;', | |
'varying vec4 vColor;', | |
'uniform float blur;', | |
'uniform sampler2D uSampler;', | |
'void main(void) {', | |
' vec4 sum = vec4(0.0);', | |
' sum += texture2D(uSampler, vec2(vTextureCoord.x - 4.0*blur, vTextureCoord.y)) * 0.05;', | |
' sum += texture2D(uSampler, vec2(vTextureCoord.x - 3.0*blur, vTextureCoord.y)) * 0.09;', | |
' sum += texture2D(uSampler, vec2(vTextureCoord.x - 2.0*blur, vTextureCoord.y)) * 0.12;', | |
' sum += texture2D(uSampler, vec2(vTextureCoord.x - blur, vTextureCoord.y)) * 0.15;', | |
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;', | |
' sum += texture2D(uSampler, vec2(vTextureCoord.x + blur, vTextureCoord.y)) * 0.15;', | |
' sum += texture2D(uSampler, vec2(vTextureCoord.x + 2.0*blur, vTextureCoord.y)) * 0.12;', | |
' sum += texture2D(uSampler, vec2(vTextureCoord.x + 3.0*blur, vTextureCoord.y)) * 0.09;', | |
' sum += texture2D(uSampler, vec2(vTextureCoord.x + 4.0*blur, vTextureCoord.y)) * 0.05;', | |
' gl_FragColor = sum;', | |
'}' | |
]; | |
}; | |
PIXI.BlurXFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); | |
PIXI.BlurXFilter.prototype.constructor = PIXI.BlurXFilter; | |
Object.defineProperty(PIXI.BlurXFilter.prototype, 'blur', { | |
get: function() { | |
return this.uniforms.blur.value / (1/7000); | |
}, | |
set: function(value) { | |
this.dirty = true; | |
this.uniforms.blur.value = (1/7000) * value; | |
} | |
}); | |
PIXI.BlurYFilter = function() | |
{ | |
PIXI.AbstractFilter.call( this ); | |
this.passes = [this]; | |
// set the uniforms | |
this.uniforms = { | |
blur: {type: '1f', value: 1/512}, | |
}; | |
this.fragmentSrc = [ | |
'precision mediump float;', | |
'varying vec2 vTextureCoord;', | |
'varying vec4 vColor;', | |
'uniform float blur;', | |
'uniform sampler2D uSampler;', | |
'void main(void) {', | |
' vec4 sum = vec4(0.0);', | |
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 4.0*blur)) * 0.05;', | |
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 3.0*blur)) * 0.09;', | |
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - 2.0*blur)) * 0.12;', | |
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y - blur)) * 0.15;', | |
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y)) * 0.16;', | |
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + blur)) * 0.15;', | |
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 2.0*blur)) * 0.12;', | |
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 3.0*blur)) * 0.09;', | |
' sum += texture2D(uSampler, vec2(vTextureCoord.x, vTextureCoord.y + 4.0*blur)) * 0.05;', | |
' gl_FragColor = sum;', | |
'}' | |
]; | |
}; | |
PIXI.BlurYFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); | |
PIXI.BlurYFilter.prototype.constructor = PIXI.BlurYFilter; | |
Object.defineProperty(PIXI.BlurYFilter.prototype, 'blur', { | |
get: function() { | |
return this.uniforms.blur.value / (1/7000); | |
}, | |
set: function(value) { | |
//this.padding = value; | |
this.uniforms.blur.value = (1/7000) * value; | |
} | |
}); | |
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