/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,
$ npx -y skills add pixijs/pixijs-skills --skill pixijs-filters --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
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- Slash command
/pixijs-filters
Context preview
The summary Claude sees to decide when to auto-load this skill.
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,
SKILL.md
pixijs-filters.SKILL.mdname: 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
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
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
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.
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:
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
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)
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
Read more
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
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
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
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.
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:
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
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)
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
Official AI skills for PixiJS. These skills teach AI coding agents how to correctly use PixiJS
Repo: pixijs/pixijs-skills
Other skills on pixijs-skills.
- /pixijs-accessibility
Use this skill when adding screen reader and keyboard navigation to PixiJS v8 apps. Covers AccessibilitySystem options (enabledByDefault, debug, activateOnTab, deactivateOnMouseMove), per-container accessibility properties, shadow DOM overlay, mobile touch-hook activation.
Open skill - /pixijs-application
Use this skill when creating and configuring a PixiJS v8 Application. Covers new Application() + async app.init() options (width, height, background, antialias, resolution, autoDensity, preference, resizeTo, autoStart, sharedTicker, canvas, useBackBuffer, powerPreference,
Open skill - /pixijs-assets
Use this skill when loading and managing resources in PixiJS v8. Covers Assets.init, Assets.load/add/unload, bundles, manifests, background loading, onProgress, caching, spritesheets, video textures, web fonts, bitmap fonts, animated GIFs, compressed textures, SVG as texture or
Open skill - /pixijs-blend-modes
Use this skill when compositing display objects with blend modes in PixiJS v8. Covers standard modes (normal, add, multiply, screen, erase, min, max), advanced modes via pixi.js/advanced-blend-modes (color-burn, overlay, hard-light, etc.), batch-friendly ordering. Triggers on:
Open skill - /pixijs-color
Use this skill when creating, converting, or manipulating colors in PixiJS v8. Covers Color class input formats (hex, CSS names, RGB/HSL objects, arrays, Uint8Array), conversion methods (toHex, toNumber, toArray, toRgba), component access, setAlpha/multiply/premultiply,
Open skill - /pixijs-core-concepts
Use this skill when understanding how PixiJS v8 renders frames: the systems-and-pipes renderer, the render loop, and how the library adapts to different environments. Covers WebGLRenderer/WebGPURenderer/CanvasRenderer selection, renderer.render() pipeline, environment detection,
Open skill

