Stanislav

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  1. Hi all, any way to change slot order in dragonbones plugin? armature.getSlot("slot_name")._zOrder=x but no effect. I am trying to change this manually because changing position through animation has no effect in phaser 3. Help
  2. Hello. I began to slowly study shaders, and ran into a problem of understanding. I found two ways to add. Through the function: this.load.glsl ('fire', 'shaders / fire.glsl.js'); or: var GrayscalePipeline = new Phaser.Class({ Extends: Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline, initialize: function GrayscalePipeline (game) { Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline.call(this, { game: game, renderer: game.renderer, fragShader:` precision mediump float; uniform sampler2D uMainSampler; varying vec2 outTexCoord; void main(void) { vec4 color = texture2D(uMainSampler, outTexCoord); float gray = dot(color.rgb, vec3(0.299, 0.587, 0.114)); gl_FragColor = vec4(vec3(gray), 1.0); }` }); } }); btw this shader works veary well! or load method: this.add.shader ('fire', 400, 300, 512, 512); or if we are talking about Pipelin then .setRenderToTexture (customPipeline); for cameera, or if we talking about game texture or object: .setPipeline ("customPipelineName"); Questions: 1 - There are the following shaders that supports WebGL - .frag, lgsl, and vertex !? Is this really so, or am I missing something? What is the difference between them? 2 - Is it possible to use the shader added by the this.add.shader ('fire') method; as an effect for the camera for example? .setPipeline ("fire"); 3 - The shaders that I try to take from third-party resources very often cause an error. For example shader from here this or shaders It just throws compilation errors. To get good understanding,- how to change this shaders code to get it works with phaser 3? @admin [I have to repost this thread, cuse approval from my last one did'nt approved!]
  3. Stanislav

    Shaders

    Hello. I began to slowly study shaders, and ran into a problem of understanding. I found two ways to add. Through the function: this.load.glsl ('fire', 'shaders / fire.glsl.js'); or: var GrayscalePipeline = new Phaser.Class({ Extends: Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline, initialize: function GrayscalePipeline (game) { Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline.call(this, { game: game, renderer: game.renderer, fragShader:` precision mediump float; uniform sampler2D uMainSampler; varying vec2 outTexCoord; void main(void) { vec4 color = texture2D(uMainSampler, outTexCoord); float gray = dot(color.rgb, vec3(0.299, 0.587, 0.114)); gl_FragColor = vec4(vec3(gray), 1.0); }` }); } }); btw this shader works veary well! or load method: this.add.shader ('fire', 400, 300, 512, 512); or if we are talking about Pipelin then .setRenderToTexture (customPipeline); for cameera, or if we talking about game texture or object: .setPipeline ("customPipelineName"); Questions: 1 - There are the following shaders that supports WebGL - .frag, lgsl, and vertex !? Is this really so, or am I missing something? What is the difference between them? 2 - Is it possible to use the shader added by the this.add.shader ('fire') method; as an effect for the camera for example? .setPipeline ("fire"); 3 - The shaders that I try to take from third-party resources very often cause an error. For example shader from here this or shaders It just throws compilation errors. To get good understanding,- how to change this shaders code to get it works with phaser 3?