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');
}
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');
}