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WebGL Filters - rendering offset


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I'm using Phaser in a project I'm working on and I've stumbled across a problem which requires a greater understanding of pixijs to solve.


I have a 1920 x 1200 sprite which I've applied a filter to of equal dimensions. When I move my camera in phaser I would expect the visible region of the filter to change - but it does not. It stays constant.


I can tell my camera is moving simply by adding another sprite to the stage.


I thought the Sprite's filterArea property might control this but I don't believe it does. I'm guessing I need to either play with some values in my shader (even though that doesn't seem right to me) or muck with something inside - PIXI.WebGLFilterManager


Can anyone point me in the right direction?






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