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Found 2 results

  1. Hello! This will be my first post here. RPG Maker MV is a small game engine which uses Pixi.js as it's main codebase. Because of this, pixi filters are compatible with the engine by way of this third party plugin. RPG Maker is a weird and finicky piece of software with a few strange pieces of design, so it's not entirely clear to me how far from standard pixi it is. I am looking to make a custom filter that involves both the limiting of a games palette to a set amount of indexed colors, as well as dithering those colors to create a smoother effect. You can see more details of what I have in mind here. What I want to know is, how would I interface a custom made filter like this with RPG Maker? Would it be relatively plug and play, or will I have to adapt a bunch of stuff to make it work? As a side question, is a dithering filter like this even possible, and if so, is it possible while not being too taxing to the average system? Thanks! I hope to hear from you soon!
  2. Hello, I'm trying to create a custom Filter in Phaser to make dithering. I used this great resource as a reference: http://alex-charlton.com/posts/Dithering_on_the_GPU/ Here is my code (I modified the DotScreenFilter code): PIXI.DotScreenFilter = function() { PIXI.AbstractFilter.call( this ); this.passes = [this]; // set the uniforms this.uniforms = { scale: {type: '1f', value:1}, angle: {type: '1f', value:5}, dimensions: {type: '4fv', value:[0,0,0,0]}, indexMatrix4x4: {type: '16i',value:[0, 8, 2, 10, 12, 4, 14, 6,3, 11, 1, 9,15, 7, 13, 5]} }; this.fragmentSrc = [ 'precision mediump float;', 'varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'uniform vec4 dimensions;', 'uniform sampler2D uSampler;', 'uniform float angle;', 'uniform float scale;', 'uniform int indexMatrix4x4[16];', 'float indexValue() {', 'int x = int(mod(gl_FragCoord.x, 4));', 'int y = int(mod(gl_FragCoord.y, 4));', 'return float(indexMatrix4x4[(x + y * 4)]) / 16.0;', '}', 'float dither(float color) {', 'float closestColor = (color < 0.5) ? 0.0 : 1.0;', 'float secondClosestColor = 1.0 - closestColor;', 'float d = indexValue();', 'float distance = abs(closestColor - color);', 'return (distance < d) ? closestColor : secondClosestColor;', '}', 'void main() {', 'gl_FragColor = vec4(vec3(dither(vColor.a)), 1);', '}' ]; }; PIXI.DotScreenFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.DotScreenFilter.prototype.constructor = PIXI.DotScreenFilter; /** * The scale of the effect. * @property scale * @type Number */ Object.defineProperty(PIXI.DotScreenFilter.prototype, 'scale', { get: function() { return this.uniforms.scale.value; }, set: function(value) { this.dirty = true; this.uniforms.scale.value = value; } }); /** * The radius of the effect. * @property angle * @type Number */ Object.defineProperty(PIXI.DotScreenFilter.prototype, 'angle', { get: function() { return this.uniforms.angle.value; }, set: function(value) { this.dirty = true; this.uniforms.angle.value = value; } }); When I run it, i got these errors: Any ideas what is wrong ?
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