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Added Phaser.Filter and started moving the shaders over into their own filter classes, so they won't all get bundled in unless needed.
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@@ -288,6 +288,26 @@ Phaser.GameObjectFactory.prototype = {
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return new Phaser.BitmapData(this.game, width, height);
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},
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/**
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* A WebGL shader/filter that can be applied to Sprites.
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*
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* @method Phaser.GameObjectFactory#filter
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* @param {string} filter - The name of the filter you wish to create, for example "HueRotate" or "SineWave"
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* @param {...} - Whatever parameters are needed to be passed to the filter init function.
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* @return {Phaser.Filter} The newly created Phaser.Filter object.
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*/
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filter: function (filter) {
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var args = Array.prototype.splice.call(arguments, 1);
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var f = new Phaser.Filter[filter](this.game);
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f.init.apply(f, args);
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return f;
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}
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};
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