Shader and Camera Masking
Demonstrates applying different masks to both the main camera and an individual shader object simultaneously, while passing time uniforms to the fragment shader.
800 × 600
class Example extends Phaser.Scene
{
constructor()
{
super();
}
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.glsl('spiralTime', 'assets/shaders/spiralTime.frag');
this.load.image('pic', 'assets/pics/rick-and-morty-by-sawuinhaff-da64e7y.png');
this.load.image('logo', 'assets/sprites/phaser3-logo-x2.png');
this.load.image('splat1', 'assets/pics/splat1.png');
this.load.image('splat3', 'assets/pics/splat3.png');
}
create ()
{
const maskImage1 = this.make.image({ x: 400, y: 300, key: 'splat1', add: false });
const maskImage2 = this.make.image({ x: 400, y: 300, key: 'splat3', add: false });
this.cameras.main.filters.external.addMask(maskImage1);
this.add.image(400, 300, 'pic');
const shader = this.add.shader({
name: 'spiralTime',
fragmentKey: 'spiralTime',
setupUniforms: (setUniform, drawingContext) =>
{
setUniform('time', this.game.loop.getDuration());
},
}, 400, 300, this.scale.width, this.scale.width);
shader.enableFilters().filters.external.addMask(maskImage2);
this.text = this.add.text(80, 320, '', { font: '16px Courier', fill: '#00ff00' }).setName('text');
this.add.image(400, 300, 'logo').setName('logo');
}
update ()
{
if (this.text)
{
this.text.setText([
this.sys.game.loop.getDuration(),
this.sys.game.loop.getDurationMS()
]);
}
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.WEBGL,
parent: 'game-container',
width: 800,
height: 600,
scene: Example
};
const game = new Phaser.Game(config);