filters/basic
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
function preload() {
game.load.image('metal', 'assets/textures/metal.png');
}
var filter;
var sprite;
function create() {
var fragmentSrc = [
"precision mediump float;",
"varying vec2 vTextureCoord;",
"uniform sampler2D uSampler;",
"void main(void) {",
"vec4 texColor = texture2D(uSampler, vTextureCoord);",
"if (vTextureCoord.x < 0.1) {",
"texColor = vec4(1.0, 0.0, 1.0, 1.0);",
"}",
"gl_FragColor = texColor;",
"}"
];
// Texture must be power-of-two sized or the filter will break
sprite = game.add.sprite(0, 0, 'metal');
filter = new Phaser.Filter(game, null, fragmentSrc);
sprite.filters = [ filter ];
}