Shader support would be nice, set shader before draw command like LOVE2D is a good way.
Or make some filter like Brightness / Tint, I normally use this for sprite effect ( flashing / special status).
Shaders are on the feature list definitely.
We currently support tint/brightness on Sprites. Here are all the options
args.outputs.sprites << { x: 100, y: 100, w: 100, h: 100, path: "sprites/player.png", angle: 0, a, 255 r: 255, # red saturation g: 255, # geen saturation b: 255, # blue saturation tile_x: 0, tile_y: 0, tile_w: -1, tile_h: -1, flip_vertically: false, flip_horizontally: false, angle_anchor_x: 0.5, angle_anchor_y: 1.0 }
As far as I know, saturation works like this:
out.r = in.r * r
out.g = in.g * g
out.b = in.b * b
out.a = in.a * a
So the output color is limit to input color, but some time we need over expose effect like:
out.r = in.r + r
out.g = in.g + g
out.b = in.b + b
out.a = in.a
or just tint to single color:
out.r = tint.r
out.g = tint.g
out.b = tint.b
out.a = in.a