/** * @author Richard Davey * @copyright 2013-2023 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Shader = require('./Shader'); var GameObjectFactory = require('../GameObjectFactory'); /** * Creates a new Shader Game Object and adds it to the Scene. * * Note: This method will only be available if the Shader Game Object and WebGL support have been built into Phaser. * * @method Phaser.GameObjects.GameObjectFactory#shader * @webglOnly * @since 3.17.0 * * @param {(string|Phaser.Display.BaseShader)} key - The key of the shader to use from the shader cache, or a BaseShader instance. * @param {number} [x=0] - The horizontal position of this Game Object in the world. * @param {number} [y=0] - The vertical position of this Game Object in the world. * @param {number} [width=128] - The width of the Game Object. * @param {number} [height=128] - The height of the Game Object. * @param {string[]} [textures] - Optional array of texture keys to bind to the iChannel0...3 uniforms. The textures must already exist in the Texture Manager. * @param {object} [textureData] - Optional additional texture data. * * @return {Phaser.GameObjects.Shader} The Game Object that was created. */ if (typeof WEBGL_RENDERER) { GameObjectFactory.register('shader', function (key, x, y, width, height, textures, textureData) { return this.displayList.add(new Shader(this.scene, key, x, y, width, height, textures, textureData)); }); }