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pixijs-filters

Use this skill when applying visual effects to PixiJS v8 containers via the filter pipeline. Covers built-in filters (AlphaFilter, BlurFilter, ColorMatrixFilter, DisplacementFilter, NoiseFilter), custom Filter.from() with GLSL/WGSL, options (resolution, padding, antialias, blendRequired), filterArea optimization, pixi-filters community package. Triggers on: filters, BlurFilter, ColorMatrixFilter, DisplacementFilter, NoiseFilter, Filter.from, GLSL filter, pixi-filters, filterArea.

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Repository
talesofai/cohub
Letzte Quellaktivität
26. Juli 2026 um 02:52
Erkannte Sprache von SKILL.md
Englisch
Sterne
578
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9

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SKILL.md
Quellanweisungen · Schreibgeschützte Vorschau
name
pixijs-filters
description
Use this skill when applying visual effects to PixiJS v8 containers via the filter pipeline. Covers built-in filters (AlphaFilter, BlurFilter, ColorMatrixFilter, DisplacementFilter, NoiseFilter), custom Filter.from() with GLSL/WGSL, options (resolution, padding, antialias, blendRequired), filterArea optimization, pixi-filters community package. Triggers on: filters, BlurFilter, ColorMatrixFilter, DisplacementFilter, NoiseFilter, Filter.from, GLSL filter, pixi-filters, filterArea.
license
MIT
disable-model-invocation
true
Attach visual effects by assigning one filter (or an array for chaining) to `container.filters`. Built-in filters cover blur, color matrix, displacement, alpha, and noise; custom filters wrap a GLSL/WGSL fragment shader via `Filter.from(...)`. ## Quick Start ```ts const sprite = new Sprite(await Assets.load("hero.png")); app.stage.addChild(sprite); const blur = new BlurFilter({ strength: 4, quality: 4 }); const colorMatrix = new ColorMatrixFilter(); colorMatrix.brightness(1.2, false); sprite.filters = [blur, colorMatrix]; const container = new Container(); container.filters = [new BlurFilter({ strength: 2 })]; container.filterArea = new Rectangle(0, 0, 800, 600); app.stage.addChild(container); ``` **Related skills:** `pixijs-custom-rendering` (shader internals, uniform types), `pixijs-blend-modes` (composing with filters), `pixijs-performance` (filter tuning, filterArea). ## Core Patterns ### Built-in filters ```ts import { AlphaFilter, BlurFilter, ColorMatrixFilter, DisplacementFilter, NoiseFilter, Assets, Sprite, } from "pixi.js"; // Alpha (uniform transparency without per-child layering) const alpha = new AlphaFilter({ alpha: 0.5 }); // Blur — strength/quality are uniform; strengthX/strengthY split axes; // kernelSize must be odd (5, 7, 9, ... 15); repeatEdgePixels avoids transparent edges const blur = new BlurFilter({ strength: 4, quality: 4, kernelSize: 5, repeatEdgePixels: false, }); // Color matrix — brightness is one of many presets. Others: tint, hue, // contrast, saturate, desaturate, greyscale/grayscale, blackAndWhite, // negative, sepia, technicolor, polaroid, kodachrome, browni, vintage, // colorTone, night, predator, lsd, reset. Direct access via // `colorMatrix.matrix` (20-element array) and `colorMatrix.alpha` (blend // between original and transformed). const colorMatrix = new ColorMatrixFilter(); colorMatrix.brightness(1.5, false); colorMatrix.contrast(0.5, true); // multiply stacks on top of existing matrix colorMatrix.alpha = 0.7; // blend at 70% strength // Displacement — scale is a number or PointData const displacementTexture = await Assets.load("displacement_map.png"); const displacementSprite = new Sprite(displacementTexture); const displacement = new DisplacementFilter({ sprite: displacementSprite, scale: { x: 20, y: 10 }, }); // Noise — seed is an arbitrary number that determines the noise pattern; same seed reproduces the same pattern const noise = new NoiseFilter({ noise: 0.5, seed: Math.random() }); sprite.filters = [blur, colorMatrix]; ``` ### Custom filter with Filter.from() The simplest way to create a custom filter. Only a fragment shader is needed; PixiJS provides a default vertex shader. ```ts import { Filter } from "pixi.js"; const filter = Filter.from({ gl: { fragment: ` in vec2 vTextureCoord; out vec4 finalColor; uniform sampler2D uTexture; uniform float uTime; void main() { vec2 uv = vTextureCoord; uv.x += sin(uv.y * 10.0 + uTime) * 0.02; finalColor = texture(uTexture, uv); } `, }, resources: { timeUniforms: { uTime: { value: 0, type: "f32" }, }, }, }); sprite.filters = filter; app.ticker.add((ticker) => { filter.resources.timeUniforms.uniforms.uTime += 0.04 * ticker.deltaTime; }); ``` For more control, construct `GlProgram`/`GpuProgram` objects directly: ```ts import { Filter, GlProgram } from "pixi.js"; const glProgram = GlProgram.from({ fragment: fragmentSrc, vertex: vertexSrc }); const filter = new Filter({ glProgram, resources: { timeUniforms: { uTime: { value: 0, type: "f32" }, }, }, }); ``` Key points: - Use `out vec4 finalColor` in fragment shaders, not `gl_FragColor` (GLSL ES 3.0). - Use `texture()` to sample, not `texture2D`. - `glProgram` for WebGL, `gpuProgram` for WebGPU. Omitting one skips that renderer. - Textures go in `resources`, not uniforms. The filter system auto-provides `uTexture` (the input). - Access uniform values via `filter.resources.{groupName}.uniforms.{name}`. ### Filter options ```ts import { Filter, GlProgram, Rectangle } from "pixi.js"; const filter = new Filter({ glProgram: GlProgram.from({ fragment }), resources: {}, resolution: 0.5, // default 1. Lower = faster, blurrier. 'inherit' matches the render target resolution padding: 10, // default 0. Extra pixels for effects that extend bounds antialias: "off", // default 'off'. 'on' | 'off' | 'inherit' blendMode: "normal", // default 'normal' blendRequired: false, // default false. true if shader samples uBackTexture clipToViewport: true, // default true }); // Optimization: set known bounds to avoid per-frame measurement container.filterArea = new Rectangle(0, 0, 800, 600); // Toggle without rebuilding the filter array filter.enabled = false; // Share one filter instance across many display objects sprite1.filters = [filter]; sprite2.filters = [filter]; ``` ### Community filters (pixi-filters) ```ts import { AdjustmentFilter } from "pixi-filters/adjustment"; import { GlowFilter } from "pixi-filters/glow"; sprite.filters = [ new AdjustmentFilter({ brightness: 1.2, contrast: 1.1 }), new GlowFilter({ distance: 15, outerStrength: 2 }), ]; ``` For v8, community filters use `pixi-filters/{name}` imports, not the old `@pixi/filter-*` packages. ### Advanced blend modes Advanced blend modes (`color-burn`, `overlay`, `hard-light`, etc.) are powered by the filter system and must be imported before use. They also require `useBackBuffer: true` on WebGL; see the `pixijs-blend-modes` skill for the full list. ```ts import "pixi.js/advanced-blend-modes"; await app.init({ useBackBuffer: true }); sprite.blendMode = "color-burn"; ``` Advanced blend modes are filter-based, so they inherit `Filter.defaultOptions`, whose `resolution` defaults to `1`. On high-DPI render targets this can make a blend mode look clipped, scaled, or only partially applied. Set `Filter.defaultOptions.resolution = 'inherit'` before creating the affected objects to render at the render target resolution, at higher memory and runtime cost: ```ts import { Filter } from "pixi.js"; import "pixi.js/advanced-blend-modes"; Filter.defaultOptions.resolution = "inherit"; sprite.blendMode = "overlay"; ``` ## Common Mistakes ### [CRITICAL] Using old Filter constructor (vertex, fragment, uniforms) Wrong: ```ts import { Filter } from "pixi.js"; const filter = new Filter(vertex, fragment, { uTime: 0 }); ``` Correct: ```ts import { Filter, GlProgram } from "pixi.js"; const filter = new Filter({ glProgram: GlProgram.from({ fragment, vertex }), resources: { timeUniforms: { uTime: { value: 0, type: "f32" } }, }, }); ``` v8 uses an options object. Shaders must be wrapped in `GlProgram.from()` or `GpuProgram.from()`. Uniforms are grouped in `resources` with explicit types. Textures are resources, not uniforms. ### [HIGH] Using @pixi/filter-\* packages for v8 Wrong: ```ts import { AdjustmentFilter } from "@pixi/filter-adjustment"; ``` Correct: ```ts import { AdjustmentFilter } from "pixi-filters/adjustment"; ``` `@pixi/filter-*` packages are v7 only. For v8, the community filters package restructured to `pixi-filters/{name}`. ### [HIGH] Using too many filters without containerizing Each filter application requires a framebuffer switch, bounds measurement, and render-to-texture pass. One filter on a parent container is much cheaper than the same filter on each child. Wrong: ```ts for (const child of container.children) { child.filters = [new BlurFilter({ strength: 4 })]; } ``` Correct: ```ts container.filters = [new BlurFilter({ strength: 4 })]; ``` ### [HIGH] Using a blendRequired filter without useBackBuffer on WebGL Custom filters and most advanced community filters that set `blendRequired: true` sample the back buffer. On WebGL that only works if the renderer was initialized with `useBackBuffer: true`; otherwise PixiJS logs a warning and the filter silently falls back: ```ts await app.init({ useBackBuffer: true }); ``` WebGPU enables the back buffer unconditionally, so this only affects WebGL. ### [MEDIUM] Not setting filterArea for known-size containers Without `filterArea`, PixiJS measures the container bounds every frame via `getGlobalBounds()`, which recursively walks all children. For containers with known dimensions, set `filterArea` to avoid this cost: ```ts import { Rectangle } from "pixi.js"; container.filterArea = new Rectangle(0, 0, 800, 600); container.filters = [someFilter]; ``` ## API Reference - [Filter](https://pixijs.download/release/docs/filters.Filter.html.md) - [AlphaFilter](https://pixijs.download/release/docs/filters.AlphaFilter.html.md) - [BlurFilter](https://pixijs.download/release/docs/filters.BlurFilter.html.md) - [BlurFilterPass](https://pixijs.download/release/docs/filters.BlurFilterPass.html.md) - [ColorMatrixFilter](https://pixijs.download/release/docs/filters.ColorMatrixFilter.html.md) - [DisplacementFilter](https://pixijs.download/release/docs/filters.DisplacementFilter.html.md) - [NoiseFilter](https://pixijs.download/release/docs/filters.NoiseFilter.html.md) - [FilterSystem](https://pixijs.download/release/docs/rendering.FilterSystem.html.md)
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