Using a Shader as a Buffer
Demonstrates how to render a shader's output directly to a texture and use that texture as a sampler input for another shader.
800 × 600
class Example extends Phaser.Scene
{
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('logo', 'assets/sprites/phaser3-logo-small.png');
this.load.glsl('Flower Plasma', 'assets/shaders/flower-plasma.frag');
this.load.glsl('Tunnel', 'assets/shaders/tunnel.frag');
}
create ()
{
// Here we create our shader. It has a size of 512 x 512.
const bufferA = this.add.shader({
name: 'Flower Plasma',
fragmentKey: 'Flower Plasma',
initialUniforms: {
resolution: [ 512, 512 ]
},
setupUniforms: (setUniform, drawingContext) => {
setUniform('time', this.game.loop.getDuration());
}
}, 0, 0, 512, 512);
// Now we tell it to render to a texture, instead of on the display list.
// The string given here is the key that is used when saving it to the Texture Manager:
bufferA.setRenderToTexture('bufferA');
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, [ 'bufferA' ]);
this.add.image(400, 300, 'logo');
}
}
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);