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