I’m terribly sorry for bumping this topic, but it is the only thing I found with reference to this issue.
Very important blog post: https://phaser.io/phaser3/devlog/146
On it, Shader Gameobject
is explained.
But! since we are talking about ShaderToy,
all I had to do was
- create a new file (e.g:
my_shader.glsl
) - add the following code:
precision mediump float;
uniform vec2 resolution;
uniform float time;
- (copy paste the shadertoy code)
- add a
main
function:
void main() {
mainImage(gl_FragColor, gl_FragCoord.xy);
}
Now, the key thing that will make you save time. REFACTOR iResolution
to resolution
, iTime
to time
, etc. Then you have a very awesome, simple texture in modern phaser 3, without any pipelines.