Phaser API Documentation

glsl(key, [url], [shaderType], [xhrSettings])


Adds a GLSL file, or array of GLSL files, to the current load queue. In Phaser 3 GLSL files are just plain Text files at the current moment in time.

You can call this method from within your Scene's preload, along with any other files you wish to load:

function preload ()
    this.load.glsl('plasma', 'shaders/Plasma.glsl');

The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts, or if it's already running, when the next free load slot becomes available. This happens automatically if you are calling this from within the Scene's preload method, or a related callback. Because the file is queued it means you cannot use the file immediately after calling this method, but must wait for the file to complete. The typical flow for a Phaser Scene is that you load assets in the Scene's preload method and then when the Scene's create method is called you are guaranteed that all of those assets are ready for use and have been loaded.

The key must be a unique String. It is used to add the file to the global Shader Cache upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Shader Cache. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Shader Cache first, before loading a new one.

Instead of passing arguments you can pass a configuration object, such as:

    key: 'plasma',
    shaderType: 'fragment',
    url: 'shaders/Plasma.glsl'

See the documentation for Phaser.Types.Loader.FileTypes.GLSLFileConfig for more details.

Once the file has finished loading you can access it from its Cache using its key:

this.load.glsl('plasma', 'shaders/Plasma.glsl');
// and later in your game ...
var data = this.cache.shader.get('plasma');

If you have specified a prefix in the loader, via Loader.setPrefix then this value will be prepended to this files key. For example, if the prefix was FX. and the key was Plasma the final key will be FX.Plasma and this is what you would use to retrieve the text from the Shader Cache.

The URL can be relative or absolute. If the URL is relative the Loader.baseURL and Loader.path values will be prepended to it.

If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "plasma" and no URL is given then the Loader will set the URL to be "plasma.glsl". It will always add .glsl as the extension, although this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.

Note: The ability to load this type of file will only be available if the GLSL File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.


name type arguments Default description
key string | Phaser.Types.Loader.FileTypes.GLSLFileConfig | Array.<Phaser.Types.Loader.FileTypes.GLSLFileConfig>

The key to use for this file, or a file configuration object, or array of them.

url string <optional>

The absolute or relative URL to load this file from. If undefined or null it will be set to <key>.glsl, i.e. if key was "alien" then the URL will be "alien.glsl".

shaderType string <optional> 'fragment'

The type of shader. Either fragment for a fragment shader, or vertex for a vertex shader. This is ignored if you load a shader bundle.

xhrSettings Phaser.Types.Loader.XHRSettingsObject <optional>

An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.


The Loader instance.

Since: 3.0.0