Camera External Filters
Demonstrates applying, toggling, and combining multiple external post-processing shaders on a camera using filter controllers.
800 × 600
// #module
import Bend from './assets/rendernodes/FilterBend.js';
import HueRotate from './assets/rendernodes/FilterHueRotate.js';
export default class Example extends Phaser.Scene
{
constructor ()
{
super();
}
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('einstein', 'assets/pics/ra-einstein.png');
}
create ()
{
const pic = this.add.image(400, 300, 'einstein');
const main = this.cameras.main;
const hueRotateController = main.filters.external.add(new HueRotate.Controller(main));
const bendController = main.filters.external.add(new Bend.Controller(main));
bendController.setActive(false);
let shader = 1;
this.input.on('pointerdown', () =>
{
shader = (shader + 1) % 4;
bendController.setActive(shader === 2 || shader === 3);
hueRotateController.setActive(shader === 1 || shader === 3);
});
this.tweens.add({
targets: pic,
angle: 360,
ease: 'Linear',
duration: 6000,
repeat: -1
});
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.WEBGL,
width: 800,
height: 600,
backgroundColor: '#000000',
parent: 'game-container',
scene: Example,
renderNodes: {
FilterBend: Bend.Filter,
FilterHueRotate: HueRotate.Filter
},
};
let game = new Phaser.Game(config);