Richard Davey
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2685510a86
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Merge pull request #6390 from samme/docs/createFromObjects
Docs: createFromObjects() description
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2023-02-15 23:51:17 +00:00 |
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Richard Davey
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9aa58008bf
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Finished Circle shader and CircleFX Pipeline
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2023-02-15 23:48:34 +00:00 |
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samme
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c7148b3378
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Docs: createFromObjects() description
#5698
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2023-02-15 13:40:17 -08:00 |
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Richard Davey
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ffa50913f4
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Shader update?
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2023-02-15 18:50:59 +00:00 |
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Richard Davey
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5125d91509
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Create FXCircle.frag
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2023-02-15 18:50:47 +00:00 |
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Richard Davey
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720417c3dd
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Added ColorMatrix
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2023-02-15 18:50:44 +00:00 |
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Richard Davey
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2d58ee2453
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Create CircleFXPipeline.js
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2023-02-15 18:50:12 +00:00 |
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Richard Davey
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3fb415b926
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Create ColorMatrixFXPipeline.js
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2023-02-15 18:50:07 +00:00 |
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Richard Davey
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4d273254e5
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Testing ColorMatrix FX
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2023-02-15 13:47:56 +00:00 |
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Richard Davey
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399241b9c4
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vertShader is the default :)
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2023-02-15 01:20:53 +00:00 |
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Richard Davey
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674253ec8c
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Update CHANGELOG-v3.60.md
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2023-02-15 01:15:28 +00:00 |
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Richard Davey
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1cf3aa428a
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Exposed all the FX pipelines for easier access
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2023-02-15 01:15:25 +00:00 |
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Richard Davey
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e1391445fe
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If you add #define SHADER_NAME to the start of your shader then it will be picked up as the WebGLShader name during the setShadersFromConfig process within WebGLPipeline .
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2023-02-15 01:15:01 +00:00 |
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Richard Davey
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b40cc9b584
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Tweaked alpha
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2023-02-15 00:50:31 +00:00 |
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Richard Davey
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a93a6c75c3
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Added working BloomFX
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2023-02-15 00:50:26 +00:00 |
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Richard Davey
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ca2c81fd79
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Fix package name
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2023-02-15 00:07:43 +00:00 |
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Richard Davey
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b615e67a3b
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Rename LinearGradient to Gradient and use better shader
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2023-02-15 00:05:33 +00:00 |
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Richard Davey
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03104d0a8c
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Optimize size of shaders by removing comments and blank lines
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2023-02-15 00:05:16 +00:00 |
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Richard Davey
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58576252cb
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Fixed BlurFX and added LinearGradientFX
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2023-02-14 23:45:44 +00:00 |
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Richard Davey
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65f3d340ec
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Working through Blur FX
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2023-02-14 18:53:52 +00:00 |
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Richard Davey
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15f296824c
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Improved Vignette shader dramatically
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2023-02-14 15:49:33 +00:00 |
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Richard Davey
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729f446e66
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Added Shadow, Vignette, Pixelate and Shine FX
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2023-02-14 13:33:07 +00:00 |
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Richard Davey
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bf1cf3409c
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Update CHANGELOG-v3.60.md
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2023-02-14 13:11:33 +00:00 |
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Richard Davey
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765afecbea
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The WebGLPipeline.setTime method has a new optional parameter shader , which allows you to control the shader on which the time value is set.
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2023-02-14 13:11:29 +00:00 |
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Richard Davey
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28f088184f
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Expose GlowFXPipeline
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2023-02-14 01:30:57 +00:00 |
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Richard Davey
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9f53a0460a
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Added GlowFX by default (testing)
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2023-02-14 01:30:47 +00:00 |
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Richard Davey
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13e2e15914
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New and improved fx handling
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2023-02-14 01:30:37 +00:00 |
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Richard Davey
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4f5da3b3b8
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Added jsdocs
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2023-02-14 01:30:23 +00:00 |
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Richard Davey
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428f008337
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Import namespace
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2023-02-14 01:30:07 +00:00 |
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Richard Davey
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3f428c4295
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jsdocs fix
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2023-02-14 01:29:57 +00:00 |
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Richard Davey
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2589557f4d
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Don't resize if locked from resizing
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2023-02-14 01:29:46 +00:00 |
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Richard Davey
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050f3d4708
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Reset default strength
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2023-02-14 01:29:21 +00:00 |
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Richard Davey
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34c3468961
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Create GlowFXPipeline.js
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2023-02-14 01:29:05 +00:00 |
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Richard Davey
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ed1f79e57e
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Added Vignette and BaseFX class
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2023-02-13 21:21:18 +00:00 |
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Richard Davey
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532d5a9375
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Revised FX pipeline. Added Glow, Shadow and Pixelate. Tested against multi-pass.
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2023-02-13 18:50:27 +00:00 |
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Richard Davey
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c09ce7b2e9
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Upgraded eslint
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2023-02-13 14:51:31 +00:00 |
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Richard Davey
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963ff647e6
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Testing out a possible FX Pipeline
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2023-02-13 01:30:22 +00:00 |
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Richard Davey
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98ced9a38b
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Update CHANGELOG-v3.60.md
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2023-02-12 21:09:02 +00:00 |
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Richard Davey
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cf6b0971cb
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Renaming SpriteFX to PreFX
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2023-02-12 21:08:58 +00:00 |
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Richard Davey
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ed205f586b
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Bloom FX
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2023-02-09 18:46:49 +00:00 |
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Richard Davey
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f6f1bf2281
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Corrected jsdocs
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2023-02-09 16:30:03 +00:00 |
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Richard Davey
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56e233f539
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Updated for 3.60 Beta 19
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2023-02-08 14:36:26 +00:00 |
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Richard Davey
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d8ea418ae6
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Gave Camera post pipeline
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2023-02-07 21:37:04 +00:00 |
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Richard Davey
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2f081ab360
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Fixed various jsdocs
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2023-02-07 01:24:10 +00:00 |
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Richard Davey
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41fca78dda
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Update CHANGELOG-v3.60.md
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2023-02-06 17:44:26 +00:00 |
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Richard Davey
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197d2215a7
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If a SpineContainer had a mask applied to it and the next immediate item on the display list was another Spine object (outside of the Container) then it would fail to rebind the WebGL pipeline, causing the mask to break. It will now rebind the renderer at the end of the SpineContainer batch, no matter what, if it has a mask. Fix #5627
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2023-02-06 17:44:22 +00:00 |
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Richard Davey
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31ee106a8d
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Update CHANGELOG-v3.60.md
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2023-02-06 17:35:53 +00:00 |
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Richard Davey
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083a465f8d
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Previously, it wasn't possible for multiple Spine Atlases to use PNGs with the exact same filename, even if they were in different folders. The SpineFile loader has now been updated so that the always-unique Spine key is pre-pended to the filename, for example if the key was bonus and the PNG in the atlas was coin.png then the final key (as stored in the Texture Manager) is now bonus:coin.png . The SpinePlugin.getAtlasCanvas and getAtlasWebGL methods have been updated to reflect this change. Fix #6022
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2023-02-06 17:35:50 +00:00 |
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Richard Davey
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b4ea85107b
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Update CHANGELOG-v3.60.md
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2023-02-06 16:45:38 +00:00 |
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Richard Davey
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1fa400b431
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The Spine Plugin add and make functions didn't clear and rebind the WebGL pipeline. This could cause two different visual issues: The first is that a Phaser Game Object (such as a Sprite) could be seen to change its texture to display the Spine atlas texture instead for a single frame, and then on the next pass revert back to normal again. The second issue is that if the Spine skeleton wasn't added to the display list, but just created (via addToScene: false ) then the Sprite would take on the texture frame entirely from that point on. Fix #6362
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2023-02-06 16:44:32 +00:00 |
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