ceiphren Posted September 13, 2015 Share Posted September 13, 2015 Greetings, I'm trying to pass the result of a renderTexture to a filter but couldn't find out how. Currently I have this:var game = new Phaser.Game(512, 512, Phaser.AUTO, '', { preload : preload, create : create, update : update});var filter;var textureBuffer;var sprite;var sprite2;function preload() { game.load.image('blueBlob', 'assets/blueBlob.png'); game.load.shader('testshader', 'srcTest/shader/testshader2.frag');};function create() { textureBuffer = game.add.renderTexture(512, 512, 'texture1'); sprite = game.make.sprite(0, 0, 'blueBlob'); sprite.width = 512; sprite.height = 512; //what do I have to pass to the uniform parameter? var customUniforms = { iChannel0: { type: 'sampler2D', value: textureBuffer, textureData: { repeat: true } } }; filter = new Phaser.Filter(game, customUniforms, game.cache.getShader('testshader')); filter.setResolution(512, 512); sprite2 = game.add.sprite(0, 0); sprite2.width = 512; sprite2.height = 512; sprite2.filters = [filter]; };function update() { textureBuffer.render(sprite);};What do I have to pass to the uniform so that I can work with the resultTexture in the fragment shader? Regards, ceiphren Link to comment Share on other sites More sharing options...
ceiphren Posted September 14, 2015 Author Share Posted September 14, 2015 bump. anyone? Link to comment Share on other sites More sharing options...
Recommended Posts