Game Shader Test 3

var CustomPipeline2 = new Phaser.Class({

    Extends: Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline,

    initialize:

    function CustomPipeline2 (game)
    {
        Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline.call(this, {
            game: game,
            renderer: game.renderer,
            fragShader: [
            "precision mediump float;",

            "uniform float     time;",
            "uniform vec2      resolution;",
            "uniform sampler2D uMainSampler;",
            "varying vec2 outTexCoord;",

            "void main( void ) {",

                "vec2 uv = outTexCoord;",
                "//uv.y *= -1.0;",
                "uv.y += (sin((uv.x + (time * 0.5)) * 10.0) * 0.1) + (sin((uv.x + (time * 0.2)) * 32.0) * 0.01);",
                "vec4 texColor = texture2D(uMainSampler, uv);",
                "gl_FragColor = texColor;",

            "}"
            ].join('\n')
        });
    } 

});

var GameScene = new Phaser.Class({

    Extends: Phaser.Scene,

    initialize:

    function GameScene ()
    {
        Phaser.Scene.call(this, { key: 'gameScene', active: true });

        this.player = null;
        this.cursors = null;
        this.score = 0;
        this.scoreText = null;
        this.t = 0;
        this.customPipeline;
    },

    preload: function ()
    {
        this.load.image('sky', 'src/games/firstgame/assets/sky.png');
        this.load.image('ground', 'src/games/firstgame/assets/platform.png');
        this.load.image('star', 'src/games/firstgame/assets/star.png');
        this.load.image('bomb', 'src/games/firstgame/assets/bomb.png');
        this.load.spritesheet('dude', 'src/games/firstgame/assets/dude.png', { frameWidth: 32, frameHeight: 48 });
    },

    create: function ()
    {
        this.customPipeline = this.game.renderer.addPipeline('Custom', new CustomPipeline2(this.game));
        this.customPipeline.setFloat2('resolution', this.game.config.width, this.game.config.height);

        var sky = this.add.image(400, 300, 'sky');

        var platforms = this.physics.add.staticGroup();

        platforms.create(400, 568, 'ground').setScale(2).refreshBody();

        platforms.create(600, 400, 'ground');
        platforms.create(50, 250, 'ground');
        platforms.create(750, 220, 'ground');

        var player = this.physics.add.sprite(100, 450, 'dude');

        player.setBounce(0.2);
        player.setCollideWorldBounds(true);

        this.anims.create({
            key: 'left',
            frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 3 }),
            frameRate: 10,
            repeat: -1
        });

        this.anims.create({
            key: 'turn',
            frames: [ { key: 'dude', frame: 4 } ],
            frameRate: 20
        });

        this.anims.create({
            key: 'right',
            frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }),
            frameRate: 10,
            repeat: -1
        });

        this.cursors = this.input.keyboard.createCursorKeys();

        var stars = this.physics.add.group({
            key: 'star',
            repeat: 11,
            setXY: { x: 12, y: 0, stepX: 70 }
        });

        stars.children.iterate(function (child) {

            child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8));

        });

        this.scoreText = this.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });

        this.physics.add.collider(player, platforms);
        this.physics.add.collider(stars, platforms);

        this.physics.add.overlap(player, stars, this.collectStar, null, this);

        this.player = player;

        this.cameras.main.ignore([ player, stars, platforms ]);

        var cam1 = this.cameras.main;
        var cam2 = this.cameras.add(0, 0, 800, 600);

        cam2.ignore([ sky, this.scoreText ]);

        console.log('sky', sky.willRender(cam1), sky.willRender(cam2));
        console.log('text', this.scoreText.willRender(cam1), this.scoreText.willRender(cam2));

        cam2.setRenderToTexture(this.customPipeline);
    },

    update: function ()
    {
        var cursors = this.cursors;
        var player = this.player;

        if (cursors.left.isDown)
        {
            player.setVelocityX(-160);

            player.anims.play('left', true);
        }
        else if (cursors.right.isDown)
        {
            player.setVelocityX(160);

            player.anims.play('right', true);
        }
        else
        {
            player.setVelocityX(0);

            player.anims.play('turn');
        }

        if (cursors.up.isDown && player.body.touching.down)
        {
            player.setVelocityY(-330);
        }

        this.customPipeline.setFloat1('time', this.t);

        this.t += 0.005
    },

    collectStar: function (player, star)
    {
        star.disableBody(true, true);

        this.score += 10;
        this.scoreText.setText('Score: ' + this.score);
    }

});

var config = {
    type: Phaser.WEBGL,
    parent: 'phaser-example',
    width: 800,
    height: 600,
    physics: {
        default: 'arcade',
        arcade: {
            gravity: { y: 300 },
            debug: false
        }
    },
    scene: GameScene
};

var game = new Phaser.Game(config);