Using A Shader As A Buffer

var config = {
    type: Phaser.WEBGL,
    parent: 'phaser-example',
    width: 800,
    height: 600,
    scene: {
        preload: preload,
        create: create
    }
};

var game = new Phaser.Game(config);

function preload ()
{
        this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
    this.load.image('logo', 'assets/sprites/phaser3-logo-small.png');
    this.load.glsl('bundle', 'assets/shaders/bundle.glsl.js');
    this.load.glsl('bundle2', 'assets/shaders/bundle2.glsl.js');
}

function create ()
{
    //  Here we create our shader. It has a size of 512 x 512.
    var bufferA = this.add.shader('Flower Plasma', 0, 0, 512, 512);

    //  Now we tell it to render to a texture, instead of on the display list.
    //  The string given here is the key that is used when saving it to the Texture Manager:
    bufferA.setRenderToTexture('bufferA');

    this.add.shader('Tunnel', 400, 300, 800, 600, [ 'bufferA' ]);

    this.add.image(400, 300, 'logo');
}