The key of this shader. Must be unique within the shader cache.
The GLSL source code for the shader.
Optionalmetadata: objectAdditional metadata for this shader code.
GLSL source code for a shader. The use of this code is not specified by Phaser. You can add metadata to further describe its purpose.
The key of this shader code, unique within the shader cache of this Phaser game instance.
Additional metadata for this shader. This is not used by Phaser, but it may be used by your game code or external tools. For example, you could add properties that describe the shader's purpose, author, version, etc.
A BaseShader is a small resource class that contains GLSL code for a shader.
It contains the key of the shader, the source code, and optional metadata. The source code is not of a specific type, such as fragment or vertex, or even an incomplete snippet of GLSL. It's just the raw source code as a string. It may be retrieved and compiled as you wish. These keys can be used by
Phaser.GameObjects.ShaderandPhaser.Renderer.WebGL.RenderNodes.BaseFilterShader.BaseShaders are stored in the Shader Cache, available in a Scene via
this.cache.shadersand are referenced by a unique key-based string. Retrieve them viathis.cache.shaders.get(key).BaseShaders are created automatically by the GLSL File Loader when loading an external shader resource. They can also be created at runtime, allowing you to use dynamically generated shader source code.