code: function DisplacementFilter(sprite)
  {
      var maskMatrix = new core.math.Matrix();
      sprite.renderable = false;
  
      core.AbstractFilter.call(this,
          // vertex shader
          fs.readFileSync(__dirname + '/displacement.vert', 'utf8'),
          // fragment shader
          fs.readFileSync(__dirname + '/displacement.frag', 'utf8'),
          // uniforms
          {
              mapSampler:     { type: 'sampler2D', value: sprite.texture },
              otherMatrix:    { type: 'mat3', value: maskMatrix.toArray(true) },
              scale:          { type: 'v2', value: { x: 1, y: 1 } }
          }
      );
  
      this.maskSprite = sprite;
      this.maskMatrix = maskMatrix;
  
  
      this.scale = new core.math.Point(20,20);
  
  }
docs: The DisplacementFilter class uses the pixel values from the specified texture (called the displacement map) to perform a displacement of an object.
  You can use this filter to apply all manor of crazy warping effects
  Currently the r property of the texture is used to offset the x and the g property of the texture is used to offset the y.
  
  @class
  @extends AbstractFilter
  @namespace PIXI
  @param sprite {Sprite} the sprite used for the displacement map. (make sure its added to the scene!)