Title. I made a super basic custom shader:
import 'phaser';
export class TestShader extends Phaser.Renderer.WebGL.Pipelines.PostFXPipeline {
constructor(game: Phaser.Game)
{
super({
game,
fragShader: `
#DEFINE SHADER_NAME TEST_SHADER
#ifdef GL_ES
precision medimp float;
#endif
varying vec2 outTextCoord;
uniform sampler2D uMainSampler;
void main() {
gl_FragColor = vec4(1.0, 0.4, 0.723, 1.0);
}`
});
}
}
and use it in a super basic way:
this.cameras.main.setPostPipeline(new TestShader(this.game));
and yet I still see no difference in my scene. Any idea what is going wrong? I literally can’t simplify this any further to test it.