class Example extends Phaser.Scene
{
constructor ()
{
super();
}
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
this.load.video('trainSequence', 'assets/video/train512x256.mp4', true);
this.load.image('noise', 'assets/tests/rgba-noise-medium.png');
this.load.glsl('bundle', 'assets/shaders/bundle4.glsl.js');
}
create ()
{
const video = this.add.video(400, 300, 'trainSequence').setVisible(false);
// We're using this texture as a shader input, so we have to flipY on it
video.saveTexture('train', true);
video.play(true);
video.once('textureready', () => {
this.add.shader('Hue Shift', 400, 300, 800, 600, [ 'train', 'noise' ]);
});
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#000000',
parent: 'phaser-example',
scene: Example
};
let game = new Phaser.Game(config);
class Example extends Phaser.Scene
{
constructor ()
{
super();
}
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
this.load.video('trainSequence', 'assets/video/train512x256.mp4', true);
this.load.image('noise', 'assets/tests/rgba-noise-medium.png');
this.load.glsl('bundle', 'assets/shaders/bundle4.glsl.js');
}
create ()
{
const video = this.add.video(400, 300, 'trainSequence').setVisible(false);
// We're using this texture as a shader input, so we have to flipY on it
video.saveTexture('train', true);
video.play(true);
video.once('textureready', () => {
this.add.shader('Hue Shift', 400, 300, 800, 600, [ 'train', 'noise' ]);
});
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#000000',
parent: 'phaser-example',
scene: Example
};
let game = new Phaser.Game(config);