Class: Shader

Phaser.GameObjects. 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.


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

Parameters:
Name Type Argument Default Description
scene Phaser.Scene

The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.

key string | Phaser.Display.BaseShader

The key of the shader to use from the shader cache, or a BaseShader instance.

x number <optional>
0

The horizontal position of this Game Object in the world.

y number <optional>
0

The vertical position of this Game Object in the world.

width number <optional>
128

The width of the Game Object.

height number <optional>
128

The height of the Game Object.

textures Array.<string> <optional>

Optional array of texture keys to bind to the iChannel0...3 uniforms. The textures must already exist in the Texture Manager.

textureData any <optional>

Additional texture data if you want to create shader with none NPOT textures.

Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 16)

Extends

Members


active :boolean

The active state of this Game Object. A Game Object with an active state of true is processed by the Scenes UpdateList, if added to it. An active object is one which is having its logic and internal systems updated.

Type:
  • boolean
Since: 3.0.0
Inherited From:
Default Value:
  • true
Source: src/gameobjects/GameObject.js (Line 95)

angle :integer

The angle of this Game Object as expressed in degrees.

Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left and -90 is up.

If you prefer to work in radians, see the rotation property instead.

Type:
  • integer
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 196)

<nullable> body :object|Phaser.Physics.Arcade.Body|Phaser.Physics.Impact.Body

If this Game Object is enabled for physics then this property will contain a reference to a Physics Body.

Type:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/GameObject.js (Line 168)

bytes :Uint8Array

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

Type:
  • Uint8Array
Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 177)

cameraFilter :number

A bitmask that controls if this Game Object is drawn by a Camera or not. Not usually set directly, instead call Camera.ignore, however you can set this property directly using the Camera.id property:

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/GameObject.js (Line 142)
Example
this.cameraFilter |= camera.id

data :Phaser.Data.DataManager

A Data Manager. It allows you to store, query and get key/value paired information specific to this Game Object. null by default. Automatically created if you use getData or setData or setDataEnabled.

Type:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/GameObject.js (Line 118)

depth :number

The depth of this Game Object within the Scene.

The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.

The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth value will always render in front of one with a lower value.

Setting the depth will queue a depth sort event within the Scene.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Depth.js (Line 28)

displayHeight :number

The displayed height of this Game Object.

This value takes into account the scale factor.

Setting this value will adjust the Game Object's scale property.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/ComputedSize.js (Line 68)

displayOriginX :number

The horizontal display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 60)

displayOriginY :number

The vertical display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 84)

displayWidth :number

The displayed width of this Game Object.

This value takes into account the scale factor.

Setting this value will adjust the Game Object's scale property.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/ComputedSize.js (Line 43)

<nullable> framebuffer :WebGLFramebuffer

A reference to the GL Frame Buffer this Shader is drawing to. This property is only set if you have called Shader.setRenderToTexture.

Type:
  • WebGLFramebuffer
Since: 3.19.0
Source: src/gameobjects/shader/Shader.js (Line 304)

gl :WebGLRenderingContext

The WebGL context belonging to the renderer.

Type:
  • WebGLRenderingContext
Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 141)

<nullable> glTexture :WebGLTexture

A reference to the WebGLTexture this Shader is rendering to. This property is only set if you have called Shader.setRenderToTexture.

Type:
  • WebGLTexture
Since: 3.19.0
Source: src/gameobjects/shader/Shader.js (Line 314)

height :number

The native (un-scaled) height of this Game Object.

Changing this value will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or use the displayHeight property.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/ComputedSize.js (Line 30)

ignoreDestroy :boolean

This Game Object will ignore all calls made to its destroy method if this flag is set to true. This includes calls that may come from a Group, Container or the Scene itself. While it allows you to persist a Game Object across Scenes, please understand you are entirely responsible for managing references to and from this Game Object.

Type:
  • boolean
Since: 3.5.0
Inherited From:
Default Value:
  • false
Source: src/gameobjects/GameObject.js (Line 178)

<nullable> input :Phaser.Types.Input.InteractiveObject

If this Game Object is enabled for input then this property will contain an InteractiveObject instance. Not usually set directly. Instead call GameObject.setInteractive().

Type:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/GameObject.js (Line 157)

mask :Phaser.Display.Masks.BitmapMask|Phaser.Display.Masks.GeometryMask

The Mask this Game Object is using during render.

Type:
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Mask.js (Line 19)

name :string

The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.

Type:
  • string
Since: 3.0.0
Inherited From:
Default Value:
  • ''
Source: src/gameobjects/GameObject.js (Line 84)

originX :number

The horizontal origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the left of the Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0.5
Source: src/gameobjects/components/Origin.js (Line 30)

originY :number

The vertical origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the top of the Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0.5
Source: src/gameobjects/components/Origin.js (Line 43)

parentContainer :Phaser.GameObjects.Container

The parent Container of this Game Object, if it has one.

Type:
Since: 3.4.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 75)

pointer :Phaser.Input.Pointer

The pointer bound to this shader, if any. Set via the chainable setPointer method, or by modifying this property directly.

Type:
Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 264)

program :WebGLProgram

The WebGL shader program this shader uses.

Type:
  • WebGLProgram
Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 168)

<readonly> projectionMatrix :Float32Array

The projection matrix the shader uses during rendering.

Type:
  • Float32Array
Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 235)

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

A reference to the current renderer. Shaders only work with the WebGL Renderer.

Type:
Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 131)

renderFlags :integer

The flags that are compared against RENDER_MASK to determine if this Game Object will render or not. The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively. If those components are not used by your custom class then you can use this bitmask as you wish.

Type:
  • integer
Since: 3.0.0
Inherited From:
Default Value:
  • 15
Source: src/gameobjects/GameObject.js (Line 130)

<readonly> renderToTexture :boolean

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.

Type:
  • boolean
Since: 3.19.0
Source: src/gameobjects/shader/Shader.js (Line 324)

rotation :number

The angle of this Game Object in radians.

Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left and -90 is up.

If you prefer to work in degrees, see the angle property instead.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/Transform.js (Line 223)

scale :number

This is a special setter that allows you to set both the horizontal and vertical scale of this Game Object to the same value, at the same time. When reading this value the result returned is (scaleX + scaleY) / 2.

Use of this property implies you wish the horizontal and vertical scales to be equal to each other. If this isn't the case, use the scaleX or scaleY properties instead.

Type:
  • number
Since: 3.18.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/Transform.js (Line 98)

scaleX :number

The horizontal scale of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/Transform.js (Line 134)

scaleY :number

The vertical scale of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/Transform.js (Line 165)

<protected> scene :Phaser.Scene

The Scene to which this Game Object belongs. Game Objects can only belong to one Scene.

Type:
Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 38)

scrollFactorX :number

The horizontal scroll factor of this Game Object.

The scroll factor controls the influence of the movement of a Camera upon this Game Object.

When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/ScrollFactor.js (Line 16)

scrollFactorY :number

The vertical scroll factor of this Game Object.

The scroll factor controls the influence of the movement of a Camera upon this Game Object.

When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/ScrollFactor.js (Line 40)

shader :Phaser.Display.BaseShader

The underlying shader object being used. Empty by default and set during a call to the setShader method.

Type:
Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 119)

state :integer|string

The current state of this Game Object.

Phaser itself will never modify this value, although plugins may do so.

Use this property to track the state of a Game Object during its lifetime. For example, it could move from a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons. If you need to store complex data about your Game Object, look at using the Data Component instead.

Type:
  • integer | string
Since: 3.16.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 59)

tabIndex :integer

The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.

Type:
  • integer
Since: 3.0.0
Inherited From:
Default Value:
  • -1
Source: src/gameobjects/GameObject.js (Line 107)

texture :Phaser.Textures.Texture

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, otherwise it is null.

Type:
Since: 3.19.0
Source: src/gameobjects/shader/Shader.js (Line 338)

type :string

A textual representation of this Game Object, i.e. sprite. Used internally by Phaser but is available for your own custom classes to populate.

Type:
  • string
Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 49)

uniforms :any

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.

Type:
  • any
Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 245)

vertexBuffer :WebGLBuffer

The WebGL vertex buffer object this shader uses.

Type:
  • WebGLBuffer
Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 159)

vertexData :ArrayBuffer

Raw byte buffer of vertices this Shader uses.

Type:
  • ArrayBuffer
Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 150)

vertexViewF32 :Float32Array

Float32 view of the array buffer containing the shaders vertices.

Type:
  • Float32Array
Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 186)

<readonly> viewMatrix :Float32Array

The view matrix the shader uses during rendering.

Type:
  • Float32Array
Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 225)

visible :boolean

The visible state of the Game Object.

An invisible Game Object will skip rendering, but will still process update logic.

Type:
  • boolean
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Visible.js (Line 31)

w :number

The w position of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 88)

width :number

The native (un-scaled) width of this Game Object.

Changing this value will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or use the displayWidth property.

Type:
  • number
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/ComputedSize.js (Line 17)

x :number

The x position of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 57)

y :number

The y position of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 67)

z :number

The z position of this Game Object. Note: Do not use this value to set the z-index, instead see the depth property.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 77)

Methods


addListener(event, fn [, context])

Add a listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 111)
Returns:

this.

Type
Phaser.Events.EventEmitter

clearMask( [destroyMask])

Clears the mask that this Game Object was using.

Parameters:
Name Type Argument Default Description
destroyMask boolean <optional>
false

Destroy the mask before clearing it?

Since: 3.6.2
Inherited From:
Source: src/gameobjects/components/Mask.js (Line 56)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Shader

createBitmapMask( [renderable])

Creates and returns a Bitmap Mask. This mask can be used by any Game Object, including this one.

To create the mask you need to pass in a reference to a renderable Game Object. A renderable Game Object is one that uses a texture to render with, such as an Image, Sprite, Render Texture or BitmapText.

If you do not provide a renderable object, and this Game Object has a texture, it will use itself as the object. This means you can call this method to create a Bitmap Mask from any renderable Game Object.

Parameters:
Name Type Argument Description
renderable Phaser.GameObjects.GameObject <optional>

A renderable Game Object that uses a texture, such as a Sprite.

Since: 3.6.2
Inherited From:
Source: src/gameobjects/components/Mask.js (Line 80)
Returns:

This Bitmap Mask that was created.

Type
Phaser.Display.Masks.BitmapMask

createGeometryMask( [graphics])

Creates and returns a Geometry Mask. This mask can be used by any Game Object, including this one.

To create the mask you need to pass in a reference to a Graphics Game Object.

If you do not provide a graphics object, and this Game Object is an instance of a Graphics object, then it will use itself to create the mask.

This means you can call this method to create a Geometry Mask from any Graphics Game Object.

Parameters:
Name Type Argument Description
graphics Phaser.GameObjects.Graphics <optional>

A Graphics Game Object. The geometry within it will be used as the mask.

Since: 3.6.2
Inherited From:
Source: src/gameobjects/components/Mask.js (Line 110)
Returns:

This Geometry Mask that was created.

Type
Phaser.Display.Masks.GeometryMask

destroy( [fromScene])

Destroys this Game Object removing it from the Display List and Update List and severing all ties to parent resources.

Also removes itself from the Input Manager and Physics Manager if previously enabled.

Use this to remove a Game Object from your game if you don't ever plan to use it again. As long as no reference to it exists within your own code it should become free for garbage collection by the browser.

If you just want to temporarily disable an object then look at using the Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.

Parameters:
Name Type Argument Default Description
fromScene boolean <optional>
false

Is this Game Object being destroyed as the result of a Scene shutdown?

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 545)
Fires:

disableInteractive()

If this Game Object has previously been enabled for input, this will disable it.

An object that is disabled for input stops processing or being considered for input events, but can be turned back on again at any time by simply calling setInteractive() with no arguments provided.

If want to completely remove interaction from this Game Object then use removeInteractive instead.

Since: 3.7.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 402)
Returns:

This GameObject.

Type
Phaser.GameObjects.Shader

emit(event [, args])

Calls each of the listeners registered for a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

args * <optional>
<repeatable>

Additional arguments that will be passed to the event handler.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 86)
Returns:

true if the event had listeners, else false.

Type
boolean

eventNames()

Return an array listing the events for which the emitter has registered listeners.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 55)
Returns:
Type
array

flush()

Called automatically during render.

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

Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 1099)

getBottomCenter( [output] [, includeParent])

Gets the bottom-center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <optional>

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional>
false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Since: 3.18.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 221)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getBottomLeft( [output] [, includeParent])

Gets the bottom-left corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <optional>

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional>
false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 197)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getBottomRight( [output] [, includeParent])

Gets the bottom-right corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <optional>

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional>
false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 245)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getBounds( [output])

Gets the bounds of this Game Object, regardless of origin. The values are stored and returned in a Rectangle, or Rectangle-like, object.

Parameters:
Name Type Argument Description
output Phaser.Geom.Rectangle | object <optional>

An object to store the values in. If not provided a new Rectangle will be created.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 269)
Returns:

The values stored in the output object.

Type
Phaser.Geom.Rectangle | object

getCenter( [output])

Gets the center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:
Name Type Argument Description
output Phaser.Math.Vector2 | object <optional>

An object to store the values in. If not provided a new Vector2 will be created.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 54)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getData(key)

Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.

You can also access values via the values object. For example, if you had a key called gold you can do either:

sprite.getData('gold');

Or access the value directly:

sprite.data.values.gold;

You can also pass in an array of keys, in which case an array of values will be returned:

sprite.getData([ 'gold', 'armor', 'health' ]);

This approach is useful for destructuring arrays in ES6.

Parameters:
Name Type Description
key string | Array.<string>

The key of the value to retrieve, or an array of keys.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 333)
Returns:

The value belonging to the given key, or an array of values, the order of which will match the input array.

Type
*

getIndexList()

Returns an array containing the display list index of either this Game Object, or if it has one, its parent Container. It then iterates up through all of the parent containers until it hits the root of the display list (which is index 0 in the returned array).

Used internally by the InputPlugin but also useful if you wish to find out the display depth of this Game Object and all of its ancestors.

Since: 3.4.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 501)
Returns:

An array of display list position indexes.

Type
Array.<integer>

getLeftCenter( [output] [, includeParent])

Gets the left-center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <optional>

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional>
false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Since: 3.18.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 149)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getLocalTransformMatrix( [tempMatrix])

Gets the local transform matrix for this Game Object.

Parameters:
Name Type Argument Description
tempMatrix Phaser.GameObjects.Components.TransformMatrix <optional>

The matrix to populate with the values from this Game Object.

Since: 3.4.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 446)
Returns:

The populated Transform Matrix.

Type
Phaser.GameObjects.Components.TransformMatrix

getParentRotation()

Gets the sum total rotation of all of this Game Objects parent Containers.

The returned value is in radians and will be zero if this Game Object has no parent container.

Since: 3.18.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 500)
Returns:

The sum total rotation, in radians, of all parent containers of this Game Object.

Type
number

getRightCenter( [output] [, includeParent])

Gets the right-center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <optional>

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional>
false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Since: 3.18.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 173)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getTopCenter( [output] [, includeParent])

Gets the top-center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <optional>

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional>
false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Since: 3.18.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 101)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getTopLeft( [output] [, includeParent])

Gets the top-left corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <optional>

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional>
false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 77)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getTopRight( [output] [, includeParent])

Gets the top-right corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <optional>

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional>
false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 125)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getUniform(key)

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

Parameters:
Name Type Description
key string

The key of the uniform to return the value for.

Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 791)
Returns:

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

Type
any

getWorldTransformMatrix( [tempMatrix] [, parentMatrix])

Gets the world transform matrix for this Game Object, factoring in any parent Containers.

Parameters:
Name Type Argument Description
tempMatrix Phaser.GameObjects.Components.TransformMatrix <optional>

The matrix to populate with the values from this Game Object.

parentMatrix Phaser.GameObjects.Components.TransformMatrix <optional>

A temporary matrix to hold parent values during the calculations.

Since: 3.4.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 463)
Returns:

The populated Transform Matrix.

Type
Phaser.GameObjects.Components.TransformMatrix

listenerCount(event)

Return the number of listeners listening to a given event.

Parameters:
Name Type Description
event string | symbol

The event name.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 75)
Returns:

The number of listeners.

Type
number

listeners(event)

Return the listeners registered for a given event.

Parameters:
Name Type Description
event string | symbol

The event name.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 64)
Returns:

The registered listeners.

Type
array

load( [matrix2D])

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:
Name Type Argument Description
matrix2D Phaser.GameObjects.Components.TransformMatrix <optional>

The transform matrix to use during rendering.

Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 1028)

off(event [, fn] [, context] [, once])

Remove the listeners of a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 151)
Returns:

this.

Type
Phaser.Events.EventEmitter

on(event, fn [, context])

Add a listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 98)
Returns:

this.

Type
Phaser.Events.EventEmitter

once(event, fn [, context])

Add a one-time listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 124)
Returns:

this.

Type
Phaser.Events.EventEmitter

<protected> preDestroy()

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

Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 1189)

projOrtho(left, right, bottom, top)

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:
Name Type Description
left number

The left value.

right number

The right value.

bottom number

The bottom value.

top number

The top value.

Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 574)

removeAllListeners( [event])

Remove all listeners, or those of the specified event.

Parameters:
Name Type Argument Description
event string | symbol <optional>

The event name.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 165)
Returns:

this.

Type
Phaser.Events.EventEmitter

removeInteractive()

If this Game Object has previously been enabled for input, this will queue it for removal, causing it to no longer be interactive. The removal happens on the next game step, it is not immediate.

The Interactive Object that was assigned to this Game Object will be destroyed, removed from the Input Manager and cleared from this Game Object.

If you wish to re-enable this Game Object at a later date you will need to re-create its InteractiveObject by calling setInteractive again.

If you wish to only temporarily stop an object from receiving input then use disableInteractive instead, as that toggles the interactive state, where-as this erases it completely.

If you wish to resize a hit area, don't remove and then set it as being interactive. Instead, access the hitarea object directly and resize the shape being used. I.e.: sprite.input.hitArea.setSize(width, height) (assuming the shape is a Rectangle, which it is by default.)

Since: 3.7.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 426)
Returns:

This GameObject.

Type
Phaser.GameObjects.Shader

removeListener(event [, fn] [, context] [, once])

Remove the listeners of a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 137)
Returns:

this.

Type
Phaser.Events.EventEmitter

setActive(value)

Sets the active property of this Game Object and returns this Game Object for further chaining. A Game Object with its active property set to true will be updated by the Scenes UpdateList.

Parameters:
Name Type Description
value boolean

True if this Game Object should be set as active, false if not.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 195)
Returns:

This GameObject.

Type
Phaser.GameObjects.Shader

setAngle( [degrees])

Sets the angle of this Game Object.

Parameters:
Name Type Argument Default Description
degrees number <optional>
0

The rotation of this Game Object, in degrees.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 329)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Shader

setChannel0(textureKey [, textureData])

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:
Name Type Argument Description
textureKey string

The key of the texture, as stored in the Texture Manager. Must already be loaded.

textureData any <optional>

Additional texture data.

Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 806)
Returns:

This Shader instance.

Type
Phaser.GameObjects.Shader

setChannel1(textureKey [, textureData])

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:
Name Type Argument Description
textureKey string

The key of the texture, as stored in the Texture Manager. Must already be loaded.

textureData any <optional>

Additional texture data.

Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 825)
Returns:

This Shader instance.

Type
Phaser.GameObjects.Shader

setChannel2(textureKey [, textureData])

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:
Name Type Argument Description
textureKey string

The key of the texture, as stored in the Texture Manager. Must already be loaded.

textureData any <optional>

Additional texture data.

Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 844)
Returns:

This Shader instance.

Type
Phaser.GameObjects.Shader

setChannel3(textureKey [, textureData])

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:
Name Type Argument Description
textureKey string

The key of the texture, as stored in the Texture Manager. Must already be loaded.

textureData any <optional>

Additional texture data.

Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 863)
Returns:

This Shader instance.

Type
Phaser.GameObjects.Shader

setData(key [, data])

Allows you to store a key value pair within this Game Objects Data Manager.

If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled before setting the value.

If the key doesn't already exist in the Data Manager then it is created.

sprite.setData('name', 'Red Gem Stone');

You can also pass in an object of key value pairs as the first argument:

sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });

To get a value back again you can call getData:

sprite.getData('gold');

Or you can access the value directly via the values property, where it works like any other variable:

sprite.data.values.gold += 50;

When the value is first set, a setdata event is emitted from this Game Object.

If the key already exists, a changedata event is emitted instead, along an event named after the key. For example, if you updated an existing key called PlayerLives then it would emit the event changedata-PlayerLives. These events will be emitted regardless if you use this method to set the value, or the direct values setter.

Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings. This means the keys gold and Gold are treated as two unique values within the Data Manager.

Parameters:
Name Type Argument Description
key string | object

The key to set the value for. Or an object of key value pairs. If an object the data argument is ignored.

data * <optional>

The value to set for the given key. If an object is provided as the key this argument is ignored.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 274)
Returns:

This GameObject.

Type
Phaser.GameObjects.Shader

setDataEnabled()

Adds a Data Manager component to this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 255)
See:
Returns:

This GameObject.

Type
Phaser.GameObjects.Shader

setDepth(value)

The depth of this Game Object within the Scene.

The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.

The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth value will always render in front of one with a lower value.

Setting the depth will queue a depth sort event within the Scene.

Parameters:
Name Type Description
value integer

The depth of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Depth.js (Line 58)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Shader

setDisplayOrigin( [x] [, y])

Sets the display origin of this Game Object. The difference between this and setting the origin is that you can use pixel values for setting the display origin.

Parameters:
Name Type Argument Default Description
x number <optional>
0

The horizontal display origin value.

y number <optional>
x

The vertical display origin value. If not defined it will be set to the value of x.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 155)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Shader

setDisplaySize(width, height)

Sets the display size of this Game Object.

Calling this will adjust the scale.

Parameters:
Name Type Description
width number

The width of this Game Object.

height number

The height of this Game Object.

Since: 3.4.0
Inherited From:
Source: src/gameobjects/components/ComputedSize.js (Line 120)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Shader

setInteractive( [shape] [, callback] [, dropZone])

Pass this Game Object to the Input Manager to enable it for Input.

Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced input detection.

If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific shape for it to use.

You can also provide an Input Configuration Object as the only argument to this method.

Parameters:
Name Type Argument Default Description
shape Phaser.Types.Input.InputConfiguration | any <optional>

Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.

callback Phaser.Types.Input.HitAreaCallback <optional>

A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback.

dropZone boolean <optional>
false

Should this Game Object be treated as a drop zone target?

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 373)
Returns:

This GameObject.

Type
Phaser.GameObjects.Shader

setMask(mask)

Sets the mask that this Game Object will use to render with.

The mask must have been previously created and can be either a GeometryMask or a BitmapMask. Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.

If a mask is already set on this Game Object it will be immediately replaced.

Masks are positioned in global space and are not relative to the Game Object to which they are applied. The reason for this is that multiple Game Objects can all share the same mask.

Masks have no impact on physics or input detection. They are purely a rendering component that allows you to limit what is visible during the render pass.

Parameters:
Name Type Description
mask Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask

The mask this Game Object will use when rendering.

Since: 3.6.2
Inherited From:
Source: src/gameobjects/components/Mask.js (Line 28)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Shader

setName(value)

Sets the name property of this Game Object and returns this Game Object for further chaining. The name property is not populated by Phaser and is presented for your own use.

Parameters:
Name Type Description
value string

The name to be given to this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 213)
Returns:

This GameObject.

Type
Phaser.GameObjects.Shader

setOrigin( [x] [, y])

Sets the origin of this Game Object.

The values are given in the range 0 to 1.

Parameters:
Name Type Argument Default Description
x number <optional>
0.5

The horizontal origin value.

y number <optional>
x

The vertical origin value. If not defined it will be set to the value of x.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 108)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Shader

setOriginFromFrame()

Sets the origin of this Game Object based on the Pivot values in its Frame.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 132)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Shader

setPointer( [pointer])

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:
Name Type Argument Description
pointer Phaser.Input.Pointer <optional>

The Pointer to bind to this shader.

Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 554)
Returns:

This Shader instance.

Type
Phaser.GameObjects.Shader

setPosition( [x] [, y] [, z] [, w])

Sets the position of this Game Object.

Parameters:
Name Type Argument Default Description
x number <optional>
0

The x position of this Game Object.

y number <optional>
x

The y position of this Game Object. If not set it will use the x value.

z number <optional>
0

The z position of this Game Object.

w number <optional>
0

The w position of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 250)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Shader

setRandomPosition( [x] [, y] [, width] [, height])

Sets the position of this Game Object to be a random position within the confines of the given area.

If no area is specified a random position between 0 x 0 and the game width x height is used instead.

The position does not factor in the size of this Game Object, meaning that only the origin is guaranteed to be within the area.

Parameters:
Name Type Argument Default Description
x number <optional>
0

The x position of the top-left of the random area.

y number <optional>
0

The y position of the top-left of the random area.

width number <optional>

The width of the random area.

height number <optional>

The height of the random area.

Since: 3.8.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 278)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Shader

setRenderToTexture( [key] [, flipY])

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:
Name Type Argument Default Description
key string <optional>

The unique key to store the texture as within the global Texture Manager.

flipY boolean <optional>
false

Does this texture need vertically flipping before rendering? This should usually be set to true if being fed from a buffer.

Since: 3.19.0
Source: src/gameobjects/shader/Shader.js (Line 378)
Returns:

This Shader instance.

Type
Phaser.GameObjects.Shader

setRotation( [radians])

Sets the rotation of this Game Object.

Parameters:
Name Type Argument Default Description
radians number <optional>
0

The rotation of this Game Object, in radians.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 310)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Shader

setSampler2D(uniformKey, textureKey [, textureIndex] [, textureData])

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:
Name Type Argument Default Description
uniformKey string

The key of the sampler2D uniform to be updated, i.e. iChannel0.

textureKey string

The key of the texture, as stored in the Texture Manager. Must already be loaded.

textureIndex integer <optional>
0

The texture index.

textureData any <optional>

Additional texture data.

Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 701)
Returns:

This Shader instance.

Type
Phaser.GameObjects.Shader

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

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

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:
Name Type Argument Default Description
uniformKey string

The key of the sampler2D uniform to be updated, i.e. iChannel0.

texture WebGLTexture

A WebGLTexture reference.

width integer

The width of the texture.

height integer

The height of the texture.

textureIndex integer <optional>
0

The texture index.

textureData any <optional>

Additional texture data.

Since: 3.19.0
Source: src/gameobjects/shader/Shader.js (Line 649)
Returns:

This Shader instance.

Type
Phaser.GameObjects.Shader

setScale(x [, y])

Sets the scale of this Game Object.

Parameters:
Name Type Argument Default Description
x number

The horizontal scale of this Game Object.

y number <optional>
x

The vertical scale of this Game Object. If not set it will use the x value.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 348)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Shader

setScrollFactor(x [, y])

Sets the scroll factor of this Game Object.

The scroll factor controls the influence of the movement of a Camera upon this Game Object.

When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

Parameters:
Name Type Argument Default Description
x number

The horizontal scroll factor of this Game Object.

y number <optional>
x

The vertical scroll factor of this Game Object. If not set it will use the x value.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/ScrollFactor.js (Line 64)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Shader

setShader(key [, textures] [, textureData])

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:
Name Type Argument Description
key string | Phaser.Display.BaseShader

The key of the shader to use from the shader cache, or a BaseShader instance.

textures Array.<string> <optional>

Optional array of texture keys to bind to the iChannel0...3 uniforms. The textures must already exist in the Texture Manager.

textureData any <optional>

Additional texture data.

Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 463)
Returns:

This Shader instance.

Type
Phaser.GameObjects.Shader

setSize(width, height)

Sets the internal size of this Game Object, as used for frame or physics body creation.

This will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or call the setDisplaySize method, which is the same thing as changing the scale but allows you to do so by giving pixel values.

If you have enabled this Game Object for input, changing the size will not change the size of the hit area. To do this you should adjust the input.hitArea object directly.

Parameters:
Name Type Description
width number

The width of this Game Object.

height number

The height of this Game Object.

Since: 3.4.0
Inherited From:
Source: src/gameobjects/components/ComputedSize.js (Line 93)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Shader

setState(value)

Sets the current state of this Game Object.

Phaser itself will never modify the State of a Game Object, although plugins may do so.

For example, a Game Object could change from a state of 'moving', to 'attacking', to 'dead'. The state value should typically be an integer (ideally mapped to a constant in your game code), but could also be a string. It is recommended to keep it light and simple. If you need to store complex data about your Game Object, look at using the Data Component instead.

Parameters:
Name Type Description
value integer | string

The state of the Game Object.

Since: 3.16.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 231)
Returns:

This GameObject.

Type
Phaser.GameObjects.Shader

setUniform(key, value)

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:
Name Type Description
key string

The key of the uniform to modify. Use dots for deep properties, i.e. resolution.value.x.

value any

The value to set into the uniform.

Since: 3.17.0
Source: src/gameobjects/shader/Shader.js (Line 759)
Returns:

This Shader instance.

Type
Phaser.GameObjects.Shader

setVisible(value)

Sets the visibility of this Game Object.

An invisible Game Object will skip rendering, but will still process update logic.

Parameters:
Name Type Description
value boolean

The visible state of the Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Visible.js (Line 63)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Shader

setW( [value])

Sets the w position of this Game Object.

Parameters:
Name Type Argument Default Description
value number <optional>
0

The w position of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 427)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Shader

setX( [value])

Sets the x position of this Game Object.

Parameters:
Name Type Argument Default Description
value number <optional>
0

The x position of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 370)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Shader

setY( [value])

Sets the y position of this Game Object.

Parameters:
Name Type Argument Default Description
value number <optional>
0

The y position of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 389)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Shader

setZ( [value])

Sets the z position of this Game Object.

Parameters:
Name Type Argument Default Description
value number <optional>
0

The z position of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 408)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Shader

shutdown()

Removes all listeners.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 31)

toJSON()

Returns a JSON representation of the Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 472)
Returns:

A JSON representation of the Game Object.

Type
Phaser.Types.GameObjects.JSONGameObject

update( [args])

To be overridden by custom GameObjects. Allows base objects to be used in a Pool.

Parameters:
Name Type Argument Description
args * <optional>
<repeatable>

args

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 460)

updateDisplayOrigin()

Updates the Display Origin cached values internally stored on this Game Object. You don't usually call this directly, but it is exposed for edge-cases where you may.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 178)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Shader

willRender(camera)

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:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The Camera to check against this Game Object.

Since: 3.0.0
Overrides:
Source: src/gameobjects/shader/Shader.js (Line 355)
Returns:

True if the Game Object should be rendered, otherwise false.

Type
boolean