Shader Using an Updating Dynamic Texture
This example demonstrates how to use a Dynamic Texture as a sampler input for a fragment shader, allowing you to feed live-rendered graphics directly into a shader effect.
800 × 600
class Example extends Phaser.Scene
{
constructor ()
{
super();
this.r = 0;
}
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('apple', 'assets/sprites/apple.png');
this.load.glsl('tunnel', 'assets/shaders/tunnel.frag');
}
create ()
{
const texture = this.textures.addDynamicTexture('shaderTexture', 512, 512);
this.apples = [];
for (let i = 0; i < 64; i++)
{
const x = Phaser.Math.Between(25, 487);
const y = Phaser.Math.Between(25, 487);
this.apples.push({ x, y });
}
this.texture = texture;
this.add.shader({
name: 'Tunnel',
fragmentKey: 'tunnel',
initialUniforms: {
resolution: [ 800, 600 ],
iChannel0: 0,
alpha: 1,
origin: 2
},
setupUniforms: (setUniform, drawingContext) => {
setUniform('time', this.game.loop.getDuration());
}
}, 400, 300, 800, 600, [ 'shaderTexture' ]);
}
update ()
{
this.texture.fill(0x000066);
this.apples.forEach(apple => {
this.texture.stamp('apple', null, apple.x, apple.y, { rotation: this.r });
});
this.texture.render();
this.r += 0.1;
}
}
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);