Richard Davey
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946e82b058
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Removed .js from require paths (not needed)
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2024-05-15 15:02:31 +01:00 |
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Richard Davey
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1f8276ac76
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Updated copyright year, company and author
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2024-02-19 17:12:24 +00:00 |
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Richard Davey
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e36d43533c
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Updated shaders to use 'round' glsl instead of 'floor'
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2023-11-07 15:23:57 +00:00 |
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Richard Davey
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4bb2807627
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Added uRoundPixels and uResolution to the core shaders
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2023-10-10 18:49:49 +01:00 |
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Richard Davey
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cd1854630e
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Testing round pixels on shader
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2023-10-05 14:39:21 +01:00 |
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Richard Davey
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3f9ce29962
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The FXBlurLow fragment shader didn't have the offset uniform. This is now passed in and applued to the resulting blur, preventing it from creating 45 degree artifacts (thanks Wayfinder)
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2023-07-21 15:41:42 +01:00 |
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Richard Davey
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6d48142f94
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Use new consts to add mobile GPU speed-up
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2023-02-27 13:47:55 +00:00 |
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Richard Davey
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a93425ef0d
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Bundle Shaders now produces an index.js
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2023-02-16 16:13:22 +00:00 |
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Richard Davey
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dd2efb6e5c
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Added Bokeh and TiltShift FX
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2023-02-16 15:04:37 +00:00 |
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Richard Davey
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9011d78fd4
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Added Wipe FX
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2023-02-16 12:53:31 +00:00 |
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Richard Davey
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e48d49d29f
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Added Displacement FX
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2023-02-16 01:52:00 +00:00 |
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Richard Davey
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526a6489ba
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Added BarrelFX
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2023-02-16 00:42:17 +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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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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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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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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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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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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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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c9d7a76998
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The Light fragment shader will now use the outTintEffect attribute meaning the Light Pipeline will now correctly light both tinted and fill-tinted Game Objects. Fix #5452
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2022-11-17 17:25:47 +00:00 |
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Richard Davey
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528e32a18a
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Reverting to forloop approach
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2022-11-03 22:04:44 +00:00 |
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Richard Davey
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e18c7fe6c9
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New shaders
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2022-10-07 01:36:58 +01:00 |
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Richard Davey
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20485e1aa2
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Added MobilePipeline
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2022-10-04 17:08:48 +01:00 |
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Richard Davey
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1316c09d1c
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Merge branch 'master' of https://github.com/photonstorm/phaser
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2022-10-04 13:17:44 +01:00 |
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Richard Davey
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d9a30e6c52
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Remove unused shaders
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2022-10-04 13:17:33 +01:00 |
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arbassic
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58cf547d47
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fix: use webgl 1 pattern to always use best precision available
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2022-10-04 01:11:10 +02:00 |
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Richard Davey
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a135271f19
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Use new uLightCount uniform
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2022-09-23 00:41:47 +01:00 |
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Richard Davey
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9d43583a63
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This shader is just better. More crappy iOS testing needed though.
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2022-09-21 23:13:04 +01:00 |
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Richard Davey
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c8d3a20754
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Updated Multi Pipeline shader so it no longer smacks Safari's arse.
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2022-02-03 23:12:15 +00:00 |
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Richard Davey
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0e364321e6
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Update BitmapMask-frag.js
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2021-11-23 18:24:14 +00:00 |
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Richard Davey
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6c459eb3d5
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Update Multi-frag.js
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2021-11-23 18:19:05 +00:00 |
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Richard Davey
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8699e97f94
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The BitmapMask shader has been recoded so it now works correctly if you mask a Game Object that has alpha set on it, or in its texture. Previously it would alpha the Game Object against black
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2021-11-23 18:18:47 +00:00 |
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Richard Davey
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17c76c831c
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The Multi Tint fragment shader now uses the new getSampler function approach from Phaser 4
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2021-10-26 00:00:35 +01:00 |
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Richard Davey
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b968e46ee2
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The Multi Pipeline now uses highp float precision by default, instead of mediump . This fixes issues with strange blue 'spots' appearing under WebGL on some Android devices. Fix #5751 #5659 #5655
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2021-09-28 15:56:54 +01:00 |
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Richard Davey
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c6489cf730
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Remove un-used shader
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2020-12-04 15:29:55 +00:00 |
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Richard Davey
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d2b8f0b7e4
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Factor in Camera Zoom to radius
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2020-12-03 12:52:12 +00:00 |
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Richard Davey
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35146e72ed
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Removed Light Layer and moved Point Light to its own Game Object
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2020-12-02 13:48:38 +00:00 |
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Richard Davey
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c8a8f59d69
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New Point Light shader
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2020-12-01 17:22:57 +00:00 |
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Richard Davey
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b82ae856b6
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Update Single.vert
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2020-11-14 17:58:09 +00:00 |
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Richard Davey
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7458031140
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Updated shaders
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2020-11-13 17:31:00 +00:00 |
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Richard Davey
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94836b1c88
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Handle pre-mult alpha properly
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2020-11-13 17:30:21 +00:00 |
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Richard Davey
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53180cc748
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Updated shaders
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2020-11-12 18:09:54 +00:00 |
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Richard Davey
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741f5f4e27
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Added outFragCoord
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2020-11-11 17:45:43 +00:00 |
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