Camera Filter Shader
Demonstrates applying a custom post-processing shader filter to a camera view, affecting all rendered content including background images and fixed UI elements.
512 × 512
// #module
import BendRotationWaves from './assets/rendernodes/FilterBendRotationWaves.js';
class Example extends Phaser.Scene
{
constructor ()
{
super();
}
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('volcano', 'assets/pics/rick-and-morty-by-sawuinhaff-da64e7y.png');
this.load.image('hotdog', 'assets/sprites/hotdog.png');
}
create ()
{
this.add.image(400, 300, 'volcano');
this.add.image(400, 300, 'hotdog').setScrollFactor(0);
this.cameras.main.filters.external.add(new BendRotationWaves.Controller(this.cameras.main));
const cursors = this.input.keyboard.createCursorKeys();
const 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
};
this.controls = new Phaser.Cameras.Controls.SmoothedKeyControl(controlConfig);
}
update (t, delta)
{
this.controls.update(delta);
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.WEBGL,
parent: 'game-container',
width: 512,
height: 512,
backgroundColor: '#000000',
scene: Example,
renderNodes: {
FilterBendRotationWaves: BendRotationWaves.Filter
}
};
const game = new Phaser.Game(config);