pixijs-accessibility
Use this skill when adding screen reader and keyboard navigation to PixiJS v8 apps. Covers…
Use this skill when writing custom shaders, uniforms, filters, batchers, or low-level draw code in PixiJS v8. Covers Shader.from({gl, gpu, resources}), GlProgram/GpuProgram, UniformGroup with typed uniforms (f32, vec2, mat4x4), UBO mode, textures as resources, TextureView for
$ npx -y skills add pixijs/pixijs-skills --skill pixijs-custom-rendering --agent claude-codeHow it fires
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Use this skill when writing custom shaders, uniforms, filters, batchers, or low-level draw code in PixiJS v8. Covers Shader.from({gl, gpu, resources}), GlProgram/GpuProgram, UniformGroup with typed uniforms (f32, vec2, mat4x4), UBO mode, textures as resources, TextureView for
name: pixijs-custom-rendering
description: "Use this skill when writing custom shaders, uniforms, filters, batchers, or low-level draw code in PixiJS v8. Covers Shader.from({gl, gpu, resources}), GlProgram/GpuProgram, UniformGroup with typed uniforms (f32, vec2, mat4x4), UBO mode, textures as resources, TextureView for depth sampling, WGSL override constants, custom bind group layouts (gpuLayout), partial buffer updates (Buffer.update), Geometry.vertexCount/indexCount, TexturePool scratch textures, State winding and culling (clockwiseFrontFace, cullMode), WebGPU render bundles, custom Filter via Filter.from, GLSL ES 3.0 conventions (finalColor), uBackTexture sampling, pixi.js/unsafe-eval for strict CSP, custom Batcher and InstructionPipe.destroyInstructionSet via extensions. Triggers on: Shader, GLSL, WGSL, uniform, custom shader, blendRequired, ShaderOverrides, bind group layout, depth texture, getSize, indexCount, TexturePool, getOptimalTexture, destroyInstructionSet, beginBundle, executeBundle, RenderBundle."
license: MITCustom shaders bind GLSL and WGSL programs to scene objects via `Shader.from({ gl, gpu, resources })`. Uniforms live in typed `UniformGroup`s, textures are passed as separate resources, and the same shader can target both WebGL and WebGPU.
const uniforms = new UniformGroup({
uTime: { value: 0, type: "f32" },
});
const shader = Shader.from({
gl: { vertex: vertexSrc, fragment: fragmentSrc },
resources: { uniforms },
});
const geometry = new MeshGeometry({
positions: new Float32Array([0, 0, 100, 0, 100, 100, 0, 100]),
uvs: new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]),
indices: new Uint32Array([0, 1, 2, 0, 2, 3]),
});
const mesh = new Mesh({ geometry, shader });
app.stage.addChild(mesh);
app.ticker.add(() => {
shader.resources.uniforms.uniforms.uTime = performance.now() / 1000;
});**Related skills:** `pixijs-filters` (built-in filters), `pixijs-scene-mesh` (custom geometry), `pixijs-performance` (batch optimization), `pixijs-migration-v8` (shader API migration from v7).
import { Shader, GlProgram, GpuProgram, UniformGroup } from "pixi.js";
const glVertex = `...`; // GLSL vertex (write `#version 300 es` yourself if you want WebGL2/GLSL ES 3.0)
const glFragment = `...`; // GLSL fragment
const wgslSource = `...`; // WGSL combined
const shader = Shader.from({
gl: { vertex: glVertex, fragment: glFragment },
gpu: {
// entryPoint names are arbitrary; they must match the @vertex / @fragment
// function names in your WGSL source. PixiJS ships examples using
// 'mainVert' / 'mainFrag' but `main` is equally valid.
vertex: { entryPoint: "mainVert", source: wgslSource },
fragment: { entryPoint: "mainFrag", source: wgslSource },
},
resources: {
myUniforms: new UniformGroup({
uColor: { value: new Float32Array([1, 0, 0, 1]), type: "vec4<f32>" },
uMatrix: { value: new Float32Array(16), type: "mat4x4<f32>" },
}),
},
});If only `gl` is provided, the shader works with WebGL only. If only `gpu` is provided, it works with WebGPU only. The `compatibleRenderers` bitmask is set automatically.
`GlProgram` does **not** auto-inject `#version 300 es`. If you write `#version 300 es` yourself, PixiJS preserves it and treats the shader as GLSL ES 3.0; otherwise it injects WebGL1 compat macros (`#define in varying`, `#define texture texture2D`) and runs the shader as WebGL1-style GLSL. `GlProgram` always injects a default precision (`highp` vertex, `mediump` fragment) and the program name. For GLSL ES 3.0, use `in`/`out` instead of `attribute`/`varying`, `texture()` instead of `texture2D()`, and an `out vec4` instead of `gl_FragColor`.
Textures are resources, not uniforms. Pass the texture's `source` and `style` separately:
import { Shader, UniformGroup, Texture, Assets } from "pixi.js";
const texture = await Assets.load("myImage.png");
const shader = Shader.from({
gl: { vertex: vertSrc, fragment: fragSrc },
resources: {
uTexture: texture.source,
uSampler: texture.source.style,
myUniforms: new UniformGroup({
uAlpha: { value: 1.0, type: "f32" },
}),
},
});
// Swap texture at runtime
shader.resources.uTexture = otherTexture.source;Resources are a flat key-value map. The key must match the uniform/binding name in the shader source.
Resources can also be plain objects (auto-wrapped into `UniformGroup`):
const shader = Shader.from({
gl: { vertex: vertSrc, fragment: fragSrc },
resources: {
myUniforms: {
uTime: { value: 0, type: "f32" },
},
},
});UBO mode packs uniforms into a single GPU buffer. Required for WebGPU; optional (WebGL2+) for WebGL.
import { UniformGroup } from "pixi.js";
const ubo = new UniformGroup(
{
uProjection: { value: new Float32Array(16), type: "mat4x4<f32>" },
uAlpha: { value: 1.0, type: "f32" },
},
{ ubo: true, isStatic: true },
);
// Must call update() manually when isStatic is true
ubo.uniforms.uAlpha = 0.5;
ubo.update();UBO rules:
`Filter.from({ gl, resources })` is the shorthand. Pass only a fragment shader; PixiJS supplies a default vertex shader that handles output frame positioning.
import { Filter } from "pixi.js";
const filter = Filter.from({
gl: {
fragment: `
in veOfficial AI skills for PixiJS. These skills teach AI coding agents how to correctly use PixiJS
Repo: pixijs/pixijs-skills
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