pixijs shader 扫光加强版

pixijs shader 扫光加强版_shader



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;



void main(void)
{

vec2 r = vTextureCoord;
r.y = 1.0 - r.y;

vec4 tex = texture2D(uSampler,r.xy);

tex += vec4((sin((r.y)+r.x + customUniform*2.)) + tex)/2.;

gl_FragColor = tex;
// Merge texture + Glint


}