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Version: Phaser v3.88.2

Shader

A Shader Game Object.

This Game Object allows you to easily add a quad with its own shader into the display list, and manipulate it

as you would any other Game Object, including scaling, rotating, positioning and adding to Containers. Shaders

can be masked with either Bitmap or Geometry masks and can also be used as a Bitmap Mask for a Camera or other

Game Object. They can also be made interactive and used for input events.

It works by taking a reference to a Phaser.Display.BaseShader instance, as found in the Shader Cache. These can

be created dynamically at runtime, or loaded in via the GLSL File Loader:


function preload ()

{

this.load.glsl('fire', 'shaders/fire.glsl.js');

}



function create ()

{

this.add.shader('fire', 400, 300, 512, 512);

}

Please see the Phaser 3 Examples GitHub repo for examples of loading and creating shaders dynamically.

Due to the way in which they work, you cannot directly change the alpha or blend mode of a Shader. This should

be handled via exposed uniforms in the shader code itself.

By default a Shader will be created with a standard set of uniforms. These were added to match those

found on sites such as ShaderToy or GLSLSandbox, and provide common functionality a shader may need,

such as the timestamp, resolution or pointer position. You can replace them by specifying your own uniforms

in the Base Shader.

These Shaders work by halting the current pipeline during rendering, creating a viewport matched to the

size of this Game Object and then renders a quad using the bound shader. At the end, the pipeline is restored.

Because it blocks the pipeline it means it will interrupt any batching that is currently going on, so you should

use these Game Objects sparingly. If you need to have a fully batched custom shader, then please look at using

a custom pipeline instead. However, for background or special masking effects, they are extremely effective.

Constructor

new Shader(scene, key, [x], [y], [width], [height], [textures], [textureData])

Parameters

nametypeoptionaldefaultdescription
scenePhaser.SceneNoThe Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
keystring | Phaser.Display.BaseShaderNoThe key of the shader to use from the shader cache, or a BaseShader instance.
xnumberYes0The horizontal position of this Game Object in the world.
ynumberYes0The vertical position of this Game Object in the world.
widthnumberYes128The width of the Game Object.
heightnumberYes128The height of the Game Object.
texturesArray.<string>YesOptional array of texture keys to bind to the iChannel0...3 uniforms. The textures must already exist in the Texture Manager.
textureDataanyYesAdditional texture data if you want to create shader with none NPOT textures.

Scope: static

Extends

Phaser.GameObjects.GameObject
Phaser.GameObjects.Components.ComputedSize
Phaser.GameObjects.Components.Depth
Phaser.GameObjects.Components.GetBounds
Phaser.GameObjects.Components.Mask
Phaser.GameObjects.Components.Origin
Phaser.GameObjects.Components.ScrollFactor
Phaser.GameObjects.Components.Transform
Phaser.GameObjects.Components.Visible

Source: src/gameobjects/shader/Shader.js#L18
Since: 3.17.0

Inherited Members

From Phaser.GameObjects.Components.ComputedSize:

From Phaser.GameObjects.Components.Depth:

From Phaser.GameObjects.Components.Mask:

From Phaser.GameObjects.Components.Origin:

From Phaser.GameObjects.Components.ScrollFactor:

From Phaser.GameObjects.Components.Transform:

From Phaser.GameObjects.Components.Visible:

From Phaser.GameObjects.GameObject:


Public Members

bytes

bytes: Uint8Array

Description:

Uint8 view to the vertex raw buffer. Used for uploading vertex buffer resources to the GPU.

Source: src/gameobjects/shader/Shader.js#L201
Since: 3.17.0


framebuffer

framebuffer: Phaser.Renderer.WebGL.Wrappers.WebGLFramebufferWrapper

Description:

A reference to the GL Frame Buffer this Shader is drawing to.

This property is only set if you have called Shader.setRenderToTexture.

Source: src/gameobjects/shader/Shader.js#L328
Since: 3.19.0


gl

gl: WebGLRenderingContext

Description:

The WebGL context belonging to the renderer.

Source: src/gameobjects/shader/Shader.js#L143
Since: 3.17.0


glTexture

glTexture: Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper

Description:

A reference to the WebGLTextureWrapper this Shader is rendering to.

This property is only set if you have called Shader.setRenderToTexture.

Source: src/gameobjects/shader/Shader.js#L338
Since: 3.19.0


pointer

pointer: Phaser.Input.Pointer

Description:

The pointer bound to this shader, if any.

Set via the chainable setPointer method, or by modifying this property directly.

Source: src/gameobjects/shader/Shader.js#L288
Since: 3.17.0


program

program: Phaser.Renderer.WebGL.Wrappers.WebGLProgramWrapper

Description:

The WebGL shader program this shader uses.

Source: src/gameobjects/shader/Shader.js#L192
Since: 3.17.0


projectionMatrix

projectionMatrix: Float32Array

Description:

The projection matrix the shader uses during rendering.

Source: src/gameobjects/shader/Shader.js#L259
Since: 3.17.0


renderer

renderer: Phaser.Renderer.Canvas.CanvasRenderer, Phaser.Renderer.WebGL.WebGLRenderer

Description:

A reference to the current renderer.

Shaders only work with the WebGL Renderer.

Source: src/gameobjects/shader/Shader.js#L133
Since: 3.17.0


renderToTexture

renderToTexture: boolean

Description:

A flag that indicates if this Shader has been set to render to a texture instead of the display list.

This property is true if you have called Shader.setRenderToTexture, otherwise it's false.

A Shader that is rendering to a texture does not appear on the display list.

Source: src/gameobjects/shader/Shader.js#L348
Since: 3.19.0


shader

shader: Phaser.Display.BaseShader

Description:

The underlying shader object being used.

Empty by default and set during a call to the setShader method.

Source: src/gameobjects/shader/Shader.js#L121
Since: 3.17.0


texture

texture: Phaser.Textures.Texture

Description:

A reference to the Phaser.Textures.Texture that has been stored in the Texture Manager for this Shader.

This property is only set if you have called Shader.setRenderToTexture with a key, otherwise it is null.

Source: src/gameobjects/shader/Shader.js#L362
Since: 3.19.0


uniforms

uniforms: any

Description:

The default uniform mappings. These can be added to (or replaced) by specifying your own uniforms when

creating this shader game object. The uniforms are updated automatically during the render step.

The defaults are:

resolution (2f) - Set to the size of this shader.

time (1f) - The elapsed game time, in seconds.

mouse (2f) - If a pointer has been bound (with setPointer), this uniform contains its position each frame.

date (4fv) - A vec4 containing the year, month, day and time in seconds.

sampleRate (1f) - Sound sample rate. 44100 by default.

iChannel0...3 (sampler2D) - Input channels 0 to 3. null by default.

Source: src/gameobjects/shader/Shader.js#L269
Since: 3.17.0


vertexBuffer

vertexBuffer: Phaser.Renderer.WebGL.Wrappers.WebGLBufferWrapper

Description:

The WebGL vertex buffer object this shader uses.

Source: src/gameobjects/shader/Shader.js#L161
Since: 3.17.0


vertexData

vertexData: ArrayBuffer

Description:

Raw byte buffer of vertices this Shader uses.

Source: src/gameobjects/shader/Shader.js#L152
Since: 3.17.0


vertexViewF32

vertexViewF32: Float32Array

Description:

Float32 view of the array buffer containing the shaders vertices.

Source: src/gameobjects/shader/Shader.js#L210
Since: 3.17.0


viewMatrix

viewMatrix: Float32Array

Description:

The view matrix the shader uses during rendering.

Source: src/gameobjects/shader/Shader.js#L249
Since: 3.17.0


Inherited Methods

From Phaser.Events.EventEmitter:

From Phaser.GameObjects.Components.ComputedSize:

From Phaser.GameObjects.Components.Depth:

From Phaser.GameObjects.Components.GetBounds:

From Phaser.GameObjects.Components.Mask:

From Phaser.GameObjects.Components.Origin:

From Phaser.GameObjects.Components.ScrollFactor:

From Phaser.GameObjects.Components.Transform:

From Phaser.GameObjects.Components.Visible:

From Phaser.GameObjects.GameObject:


Public Methods

flush

<instance> flush()

Description:

Called automatically during render.

Sets the active shader, loads the vertex buffer and then draws.

Source: src/gameobjects/shader/Shader.js#L1130
Since: 3.17.0


getUniform

<instance> getUniform(key)

Description:

Returns the uniform object for the given key, or null if the uniform couldn't be found.

Parameters:

nametypeoptionaldescription
keystringNoThe key of the uniform to return the value for.

Returns: any - A reference to the uniform object. This is not a copy, so modifying it will update the original object also.

Source: src/gameobjects/shader/Shader.js#L835
Since: 3.17.0


load

<instance> load([matrix2D])

Description:

Called automatically during render.

This method performs matrix ITRS and then stores the resulting value in the uViewMatrix uniform.

It then sets up the vertex buffer and shader, updates and syncs the uniforms ready

for flush to be called.

Parameters:

nametypeoptionaldescription
matrix2DPhaser.GameObjects.Components.TransformMatrixYesThe transform matrix to use during rendering.

Source: src/gameobjects/shader/Shader.js#L1058
Since: 3.17.0


onContextRestored

<instance> onContextRestored()

Description:

Run any logic that was deferred during context loss.

Source: src/gameobjects/shader/Shader.js#L1220
Since: 3.80.0


preDestroy

<instance> preDestroy()

Description:

Internal destroy handler, called as part of the destroy process.

Access: protected

Source: src/gameobjects/shader/Shader.js#L1248
Since: 3.17.0


projOrtho

<instance> projOrtho(left, right, bottom, top)

Description:

Sets this shader to use an orthographic projection matrix.

This matrix is stored locally in the projectionMatrix property,

as well as being bound to the uProjectionMatrix uniform.

Parameters:

nametypeoptionaldescription
leftnumberNoThe left value.
rightnumberNoThe right value.
bottomnumberNoThe bottom value.
topnumberNoThe top value.

Source: src/gameobjects/shader/Shader.js#L602
Since: 3.17.0


setChannel0

<instance> setChannel0(textureKey, [textureData])

Description:

A short-cut method that will directly set the texture being used by the iChannel0 sampler2D uniform.

The textureKey given is the key from the Texture Manager cache. You cannot use a single frame

from a texture, only the full image. Also, lots of shaders expect textures to be power-of-two sized.

Parameters:

nametypeoptionaldescription
textureKeystringNoThe key of the texture, as stored in the Texture Manager. Must already be loaded.
textureDataanyYesAdditional texture data.

Returns: Phaser.GameObjects.Shader - This Shader instance.

Source: src/gameobjects/shader/Shader.js#L850
Since: 3.17.0


setChannel1

<instance> setChannel1(textureKey, [textureData])

Description:

A short-cut method that will directly set the texture being used by the iChannel1 sampler2D uniform.

The textureKey given is the key from the Texture Manager cache. You cannot use a single frame

from a texture, only the full image. Also, lots of shaders expect textures to be power-of-two sized.

Parameters:

nametypeoptionaldescription
textureKeystringNoThe key of the texture, as stored in the Texture Manager. Must already be loaded.
textureDataanyYesAdditional texture data.

Returns: Phaser.GameObjects.Shader - This Shader instance.

Source: src/gameobjects/shader/Shader.js#L869
Since: 3.17.0


setChannel2

<instance> setChannel2(textureKey, [textureData])

Description:

A short-cut method that will directly set the texture being used by the iChannel2 sampler2D uniform.

The textureKey given is the key from the Texture Manager cache. You cannot use a single frame

from a texture, only the full image. Also, lots of shaders expect textures to be power-of-two sized.

Parameters:

nametypeoptionaldescription
textureKeystringNoThe key of the texture, as stored in the Texture Manager. Must already be loaded.
textureDataanyYesAdditional texture data.

Returns: Phaser.GameObjects.Shader - This Shader instance.

Source: src/gameobjects/shader/Shader.js#L888
Since: 3.17.0


setChannel3

<instance> setChannel3(textureKey, [textureData])

Description:

A short-cut method that will directly set the texture being used by the iChannel3 sampler2D uniform.

The textureKey given is the key from the Texture Manager cache. You cannot use a single frame

from a texture, only the full image. Also, lots of shaders expect textures to be power-of-two sized.

Parameters:

nametypeoptionaldescription
textureKeystringNoThe key of the texture, as stored in the Texture Manager. Must already be loaded.
textureDataanyYesAdditional texture data.

Returns: Phaser.GameObjects.Shader - This Shader instance.

Source: src/gameobjects/shader/Shader.js#L907
Since: 3.17.0


setPointer

<instance> setPointer([pointer])

Description:

Binds a Phaser Pointer object to this Shader.

The screen position of the pointer will be set in to the shaders mouse uniform

automatically every frame. Call this method with no arguments to unbind the pointer.

Parameters:

nametypeoptionaldescription
pointerPhaser.Input.PointerYesThe Pointer to bind to this shader.

Returns: Phaser.GameObjects.Shader - This Shader instance.

Source: src/gameobjects/shader/Shader.js#L582
Since: 3.17.0


setRenderToTexture

<instance> setRenderToTexture([key], [flipY])

Description:

Changes this Shader so instead of rendering to the display list it renders to a

WebGL Framebuffer and WebGL Texture instead. This allows you to use the output

of this shader as an input for another shader, by mapping a sampler2D uniform

to it.

After calling this method the Shader.framebuffer and Shader.glTexture properties

are populated.

Additionally, you can provide a key to this method. Doing so will create a Phaser Texture

from this Shader and save it into the Texture Manager, allowing you to then use it for

any texture-based Game Object, such as a Sprite or Image:


var shader = this.add.shader('myShader', x, y, width, height);



shader.setRenderToTexture('doodle');



this.add.image(400, 300, 'doodle');

Note that it stores an active reference to this Shader. That means as this shader updates,

so does the texture and any object using it to render with. Also, if you destroy this

shader, be sure to clear any objects that may have been using it as a texture too.

You can access the Phaser Texture that is created via the Shader.texture property.

By default it will create a single base texture. You can add frames to the texture

by using the Texture.add method. After doing this, you can then allow Game Objects

to use a specific frame from a Render Texture.

Parameters:

nametypeoptionaldefaultdescription
keystringYesThe unique key to store the texture as within the global Texture Manager.
flipYbooleanYesfalseDoes this texture need vertically flipping before rendering? This should usually be set to true if being fed from a buffer.

Returns: Phaser.GameObjects.Shader - This Shader instance.

Source: src/gameobjects/shader/Shader.js#L404
Since: 3.19.0


setSampler2D

<instance> setSampler2D(uniformKey, textureKey, [textureIndex], [textureData])

Description:

Sets a sampler2D uniform on this shader.

The textureKey given is the key from the Texture Manager cache. You cannot use a single frame

from a texture, only the full image. Also, lots of shaders expect textures to be power-of-two sized.

If you wish to use another Shader as a sampler2D input for this shader, see the Shader.setSampler2DBuffer method.

Parameters:

nametypeoptionaldefaultdescription
uniformKeystringNoThe key of the sampler2D uniform to be updated, i.e. iChannel0.
textureKeystringNoThe key of the texture, as stored in the Texture Manager. Must already be loaded.
textureIndexnumberYes0The texture index.
textureDataanyYesAdditional texture data.

Returns: Phaser.GameObjects.Shader - This Shader instance.

Source: src/gameobjects/shader/Shader.js#L739
Since: 3.17.0


setSampler2DBuffer

<instance> setSampler2DBuffer(uniformKey, texture, width, height, [textureIndex], [textureData])

Description:

Sets a sampler2D uniform on this shader where the source texture is a WebGLTextureBuffer.

This allows you to feed the output from one Shader into another:


let shader1 = this.add.shader(baseShader1, 0, 0, 512, 512).setRenderToTexture();

let shader2 = this.add.shader(baseShader2, 0, 0, 512, 512).setRenderToTexture('output');



shader1.setSampler2DBuffer('iChannel0', shader2.glTexture, 512, 512);

shader2.setSampler2DBuffer('iChannel0', shader1.glTexture, 512, 512);

In the above code, the result of baseShader1 is fed into Shader2 as the iChannel0 sampler2D uniform.

The result of baseShader2 is then fed back into shader1 again, creating a feedback loop.

If you wish to use an image from the Texture Manager as a sampler2D input for this shader,

see the Shader.setSampler2D method.

Parameters:

nametypeoptionaldefaultdescription
uniformKeystringNoThe key of the sampler2D uniform to be updated, i.e. iChannel0.
texturePhaser.Renderer.WebGL.Wrappers.WebGLTextureWrapperNoA texture reference.
widthnumberNoThe width of the texture.
heightnumberNoThe height of the texture.
textureIndexnumberYes0The texture index.
textureDataanyYesAdditional texture data.

Returns: Phaser.GameObjects.Shader - This Shader instance.

Source: src/gameobjects/shader/Shader.js#L687
Since: 3.19.0


setShader

<instance> setShader(key, [textures], [textureData])

Description:

Sets the fragment and, optionally, the vertex shader source code that this Shader will use.

This will immediately delete the active shader program, if set, and then create a new one

with the given source. Finally, the shader uniforms are initialized.

Parameters:

nametypeoptionaldescription
keystring | Phaser.Display.BaseShaderNoThe key of the shader to use from the shader cache, or a BaseShader instance.
texturesArray.<string>YesOptional array of texture keys to bind to the iChannel0...3 uniforms. The textures must already exist in the Texture Manager.
textureDataanyYesAdditional texture data.

Returns: Phaser.GameObjects.Shader - This Shader instance.

Source: src/gameobjects/shader/Shader.js#L485
Since: 3.17.0


setUniform

<instance> setUniform(key, value)

Description:

Sets a property of a uniform already present on this shader.

To modify the value of a uniform such as a 1f or 1i use the value property directly:


shader.setUniform('size.value', 16);

You can use dot notation to access deeper values, for example:


shader.setUniform('resolution.value.x', 512);

The change to the uniform will take effect the next time the shader is rendered.

Parameters:

nametypeoptionaldescription
keystringNoThe key of the uniform to modify. Use dots for deep properties, i.e. resolution.value.x.
valueanyNoThe value to set into the uniform.

Returns: Phaser.GameObjects.Shader - This Shader instance.

Source: src/gameobjects/shader/Shader.js#L803
Since: 3.17.0


willRender

<instance> willRender(camera)

Description:

Compares the renderMask with the renderFlags to see if this Game Object will render or not.

Also checks the Game Object against the given Cameras exclusion list.

Parameters:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.CameraNoThe Camera to check against this Game Object.

Overrides: Phaser.GameObjects.GameObject#willRender

Returns: boolean - True if the Game Object should be rendered, otherwise false.

Source: src/gameobjects/shader/Shader.js#L381
Since: 3.0.0