Render To Texture Shader

var CustomPipeline2 = new Phaser.Class({

    Extends: Phaser.Renderer.WebGL.Pipelines.SinglePipeline,

    initialize:

    function CustomPipeline2 (game)
    {
        Phaser.Renderer.WebGL.Pipelines.SinglePipeline.call(this, {
            game: game,
            renderer: game.renderer,
            fragShader: `
            precision mediump float;

            uniform sampler2D uMainSampler;
            uniform float time;

            varying vec2 outTexCoord;
            varying vec4 outTint;

            #define SPEED 10.0

            void main(void)
            {
                float c = cos(time * SPEED);
                float s = sin(time * SPEED);

                mat4 hueRotation = mat4(0.299, 0.587, 0.114, 0.0, 0.299, 0.587, 0.114, 0.0, 0.299, 0.587, 0.114, 0.0, 0.0, 0.0, 0.0, 1.0) + mat4(0.701, -0.587, -0.114, 0.0, -0.299, 0.413, -0.114, 0.0, -0.300, -0.588, 0.886, 0.0, 0.0, 0.0, 0.0, 0.0) * c + mat4(0.168, 0.330, -0.497, 0.0, -0.328, 0.035, 0.292, 0.0, 1.250, -1.050, -0.203, 0.0, 0.0, 0.0, 0.0, 0.0) * s;

                vec4 pixel = texture2D(uMainSampler, outTexCoord);

                gl_FragColor = pixel * hueRotation;
            }   
            `
        });
    } 

});

var config = {
    type: Phaser.AUTO,
    parent: 'phaser-example',
    width: 800,
    height: 600,
    backgroundColor: '#000000',
    scene: {
        preload: preload,
        create: create,
        update: update
    }
};

var time = 0;

var game = new Phaser.Game(config);

function preload ()
{
    this.load.image('volcano', 'assets/pics/rick-and-morty-by-sawuinhaff-da64e7y.png');
    this.load.image('hotdog', 'assets/sprites/hotdog.png');

    customPipeline = game.renderer.addPipeline('Custom', new CustomPipeline2(game));
}

function create ()
{
    this.add.image(400, 300, 'volcano');
    this.add.image(400, 300, 'hotdog').setScrollFactor(0);

    this.cameras.main.setRenderToTexture(customPipeline);

    this.cameras.main.setZoom(0.5);

    var cursors = this.input.keyboard.createCursorKeys();

    var controlConfig = {
        camera: this.cameras.main,
        left: cursors.left,
        right: cursors.right,
        up: cursors.up,
        down: cursors.down,
        acceleration: 0.06,
        drag: 0.0005,
        maxSpeed: 1.0
    };

    controls = new Phaser.Cameras.Controls.SmoothedKeyControl(controlConfig);
}

function update (t, delta)
{
    controls.update(delta);

    customPipeline.setFloat1('time', time);

    time += 0.005;
}