Playing with the shader example
Created
December 3, 2016 15:07
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PixiJS Shaders
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var width = window.innerWidth; | |
var height = window.innerHeight; | |
// create an new instance of a pixi stage | |
var stage = new PIXI.Stage(0x0, true); | |
// create a renderer instance | |
var renderer = PIXI.autoDetectRenderer(width, height); | |
// add the renderer view element to the DOM | |
document.body.appendChild(renderer.view); | |
// smoke shader | |
var uniforms = {}; | |
uniforms.resolution = { | |
type: '2f', | |
value: { | |
x: width, | |
y: height | |
} | |
}; | |
uniforms.alpha = { | |
type: '1f', | |
value: 1.0 | |
}; | |
uniforms.shift = { | |
type: '1f', | |
value: 1.6 | |
}; | |
uniforms.time = { | |
type: '1f', | |
value: 0 | |
}; | |
uniforms.speed = { | |
type: '2f', | |
value: { | |
x: 0.7, | |
y: 0.4 | |
} | |
}; | |
var fragmentSrc = [ | |
"precision mediump float;", | |
"uniform vec2 resolution;", | |
"uniform float time;", | |
"uniform float alpha;", | |
"uniform vec2 speed;", | |
"uniform float shift;", | |
"float rand(vec2 n) {", | |
"return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);", | |
"}", | |
"float noise(vec2 n) {", | |
"const vec2 d = vec2(0.0, 1.0);", | |
"vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));", | |
"return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);", | |
"}", | |
"float fbm(vec2 n) {", | |
"float total = 0.0, amplitude = 1.0;", | |
"for (int i = 0; i < 4; i++) {", | |
"total += noise(n) * amplitude;", | |
"n += n;", | |
"amplitude *= 0.5;", | |
"}", | |
"return total;", | |
"}", | |
"void main() {", | |
"const vec3 c1 = vec3(126.0/255.0, 0.0/255.0, 97.0/255.0);", | |
"const vec3 c2 = vec3(173.0/255.0, 0.0/255.0, 161.4/255.0);", | |
"const vec3 c3 = vec3(0.2, 0.0, 0.0);", | |
"const vec3 c4 = vec3(164.0/255.0, 1.0/255.0, 214.4/255.0);", | |
"const vec3 c5 = vec3(0.1);", | |
"const vec3 c6 = vec3(0.9);", | |
"vec2 p = gl_FragCoord.xy * 8.0 / resolution.xx;", | |
"float q = fbm(p - time * 0.1);", | |
"vec2 r = vec2(fbm(p + q + time * speed.x - p.x - p.y), fbm(p + q - time * speed.y));", | |
"vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);", | |
"float grad = gl_FragCoord.y / resolution.y;", | |
"gl_FragColor = vec4(c * cos(shift * gl_FragCoord.y / resolution.y), 1.0);", | |
"gl_FragColor.xyz *= 1.0-grad;", | |
"}" | |
]; | |
var coolFilter = new PIXI.AbstractFilter(fragmentSrc, uniforms); | |
var bg = PIXI.Sprite.fromImage("http://www.goodboydigital.com/pixijs/examples/25/test_BG.jpg"); | |
bg.width = width; | |
bg.height = height; | |
bg.shader = coolFilter; | |
stage.addChild(bg); | |
var logo = PIXI.Sprite.fromImage("http://www.goodboydigital.com/pixijs/examples/25/pixiJsV2.png"); | |
logo.x = width / 2; | |
logo.y = height / 2; | |
logo.anchor.set(0.5); | |
logo.blendMode = PIXI.blendModes.ADD; | |
stage.addChild(logo); | |
var count = 0; | |
function animate() { | |
count += 0.01; | |
coolFilter.uniforms.time.value = count; | |
coolFilter.syncUniforms(); | |
renderer.render(stage); | |
requestAnimFrame(animate); | |
} | |
requestAnimFrame(animate); |
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<script src="http://www.goodboydigital.com/pixijs/examples/25/pixi.js"></script> | |
<script src="http://cdnjs.cloudflare.com/ajax/libs/gsap/latest/TweenMax.min.js"></script> | |
<script src="http://cdnjs.cloudflare.com/ajax/libs/gsap/1.13.2/plugins/ColorPropsPlugin.min.js"></script> |
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body { | |
overflow: hidden; | |
} |
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