Read our guide on Shaders for an explanation of these blocks.
Applies the specified shader to the game. This replaces the existing shader. To use multiple shaders at a time, use the combine shader blocks below.
Removes the existing shader from the game.
Enables/disables shaders for the HUD (top, non-scrolling) layer.
Combines 2 shaders together. If combining more than 2, stick further combines in the second slot.
Combines 3 shaders together.
Combines 4 shaders together.
Loads a shader placed into a game's extras directory.
Define a shader inline using GLSL.
Instantly set a shader's properties. This lets you tweak a shader (in ways that the blocks don't allow) and alter its appearance after creation.
Consult our Shaders article for property names.
Change a shader's properties over time. Consult our Shaders article for property names.
[SHADER].tweenProperty([TEXT], [NUMBER], [NUMBER], [EASING]);
Makes animated shaders run faster/slower. Useful for porting shaders written for other environments. 1.0 is normal time. 2.0 is twice as fast.
Adjusts the screen's hue in degrees.
Adjust the screen's contrast, saturation or brightness, in percentages. 100% means original value, 200% means twice as much, 50% means half as much.
CSBShader.create("contrast", [NUMBER]/100) CSBShader.create("saturation", [NUMBER]/100) CSBShader.create("brightness", [NUMBER]/100)
Apply a color-based tint to the screen using the specified opacity in pecentage between 0% (no tint), 100% (full tint).
new TintShader([COLOR], [NUMBER]/100)
Apply simple filters (grayscale, inverse, sepia) to the screen.
new GrayscaleShader() new InverseShader() new SepiaShader()
Applies a directional blur to the screen. x/y collectively define a 'slope' for the direction, so -1,-1 is a diagonal blur.
new BlurShader([NUMBER], [NUMBER], [NUMBER])
Sharpen with the given intensity.
Causes highlights (bright areas) to bleed and glow.
Apply a dynamic, film grain effect to the screen.
Apply TV-like scanlines to the screen.