phaser/src/renderer/webgl/shaders
2021-10-26 00:00:35 +01:00
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src The Multi Tint fragment shader now uses the new getSampler function approach from Phaser 4 2021-10-26 00:00:35 +01:00
AddBlend-frag.js Added new utility shaders 2020-11-11 09:35:02 +00:00
BitmapMask-frag.js Tidy up shader code 2020-11-11 09:39:33 +00:00
BitmapMask-vert.js Tidy up shader code 2020-11-11 09:39:33 +00:00
ColorMatrix-frag.js Updated shaders 2020-11-13 17:31:00 +00:00
Copy-frag.js Updated shaders 2020-11-13 17:31:00 +00:00
Graphics-frag.js Tidy up shader code 2020-11-11 09:39:33 +00:00
Graphics-vert.js New simplified Graphics shaders 2020-11-03 11:31:32 +00:00
Light-frag.js finished updating culling system 2020-09-18 17:16:52 +02:00
LinearBlend-frag.js Added new utility shaders 2020-11-11 09:35:02 +00:00
Mesh-frag.js Merged the Layer3D Game Object and pipeline back in for now 2020-10-07 17:44:36 +01:00
Mesh-vert.js Merged the Layer3D Game Object and pipeline back in for now 2020-10-07 17:44:36 +01:00
Multi-frag.js The Multi Tint fragment shader now uses the new getSampler function approach from Phaser 4 2021-10-26 00:00:35 +01:00
Multi-vert.js 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 2021-09-28 15:56:54 +01:00
PointLight-frag.js Factor in Camera Zoom to radius 2020-12-03 12:52:12 +00:00
PointLight-vert.js Removed Light Layer and moved Point Light to its own Game Object 2020-12-02 13:48:38 +00:00
PostFX-frag.js Tidy up shader code 2020-11-11 09:39:33 +00:00
Quad-vert.js Updated shaders 2020-11-13 17:31:00 +00:00
Single-frag.js Tidy up shader code 2020-11-11 09:39:33 +00:00
Single-vert.js No longer use uViewMatrix or uModelMatrix 2020-10-29 14:37:52 +00:00