pixijs shader 案例

pixijs shader 案例

 const app = new PIXI.Application({ transparent: true });
        document.body.appendChild(app.view);

        // Create background image
        const background = PIXI.Sprite.from('/moban/bg_grass.jpg');
        background.width = app.screen.width;
        background.height = app.screen.height;
        app.stage.addChild(background);

        // Stop application wait for load to finish
        app.stop();

        app.loader.add('shader', '/moban/shader.frag')
            .load(onLoaded);

        let filter;

        // Handle the load completed
        function onLoaded(loader, res) {
            // Create the new filter, arguments: (vertexShader, framentSource)
            filter = new PIXI.Filter(null, res.shader.data, {
                customUniform: 0.0,
            });

            // === WARNING ===
            // specify uniforms in filter constructor
            // or set them BEFORE first use
            // filter.uniforms.customUniform = 0.0

            // Add the filter
            background.filters = [filter];

            // Resume application update
            app.start();
        }
         var i=0;
        // Animate the filter
        app.ticker.add((delta) => {
            i+=0.03;
           
            filter.uniforms.customUniform = i;
        });
precision mediump float;

varying vec2 vTextureCoord;
varying vec4 vColor;

uniform sampler2D uSampler;
uniform float customUniform;

const float n = 8.;                              // number boxes
const float s = 1. / n;                          // box size in texels
const float pi = 3.14159265358979;               
const float _90 = 0.5 * pi;                      // 90 degrees

#define unDuration 10.0
void main(void)
{

    vec2  p = vTextureCoord;                        
    p.y = 1. - p.y; // Shader Toy
//  float t = min( 1., 2. *     unTime                 / unDuration); // one-time
    float t = min( 1., 2. * mod(customUniform,0.5*unDuration) / unDuration); // repeat
    vec2  b = mod( p, s );                       // offset in box
    vec2  i = floor( p / s );                    // box#
    float cells = (2.*n - 2.);                   
    float delay = (i.x + i.y) / cells;           
    t -= 0.5*delay;                              
    float a = _90*t;                             // 90 degrees * t
    float rate = (cells - (i.x + i.y)) / cells;  
    rate *= n/2.;                                // how fast first cell turns
    rate += n/2.;                                // how fast last cell turns: min 2.0
    a *= rate;                                   
    a = min( _90, a );                           
    a = max( 0.0, a );                           
    float ca = cos(a);                           
    float sa = sin(a);                           
    const float w = 0.5*s;                       // half box size in world space
    vec2 l = vec2( -w,  w );                     // pre top-left
    vec2 m = vec2(  w,  w );                     // pre top-right
    vec2 r = vec2(  w, -w );                     // pre bot-right
    vec2 L = vec2( l.x*ca - l.y*sa, l.x*sa+ l.y*ca );// post top-left
    vec2 M = vec2( m.x*ca - m.y*sa, m.x*sa+ m.y*ca );// post top-right
    vec2 R = vec2( r.x*ca - r.y*sa, r.x*sa+ r.y*ca ); // post bot-right
    float Fx = b.x - w;                          
    if( Fx < M.x ) {                             
        float dx = Fx - L.x;                     
        float dy = tan(a)*dx;                    // y1-y0=m(x1-x0)
        float d = sqrt( (dx*dx) + (dy*dy) );     
        p.x = i.x*s + d;                         
        gl_FragColor = vec4(0.,0.,0.,0.);  
    } else {                                     // image2 rotating towards
        float ex = Fx - M.x;                     
        float ey = tan(a + _90)*ex;              
        float e = sqrt( (ex*ex) + (ey*ey) );     
        p.x = i.x*s + e;                         
        gl_FragColor = texture2D(uSampler,p);  
    }  



}
原文地址:https://www.cnblogs.com/newmiracle/p/11896050.html