Shader as a Mask
Demonstrates how to use a custom GLSL shader as a dynamic mask for an image. It shows how to create a shader object and apply it to a Game Object through the filters system to create animated masking effects.
800 × 600
class Example extends Phaser.Scene
{
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.glsl('wave', 'assets/shaders/shader1.frag');
this.load.image('pic', 'assets/pics/sao-sinon.png');
this.load.image('bg', 'assets/pics/purple-dots.png');
}
create ()
{
this.add.image(400, 300, 'bg');
const shader = this.make.shader({
config: {
name: 'wave',
fragmentKey: 'wave',
initialUniforms: {
resolution: [ 800, 600 ]
},
setupUniforms: (setUniform, drawingContext) => {
setUniform('time', this.game.loop.getDuration());
}
},
x: 400,
y: 300,
width: 800,
height: 600,
add: false
});
// Apply the mask to this image
this.add.image(400, 300, 'pic').enableFilters().filters.external.addMask(shader);
}
}
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);