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Skills/pixijs/pixijs-skills/pixijs-filters
pixijs-filters logo

pixijs-filters

pixijs/pixijs-skills
1K installs217 stars
Run it on Hostinger, 20% off →Your friend gets 20% off too, using this linkFree API →|View on GitHub|Create your own skill →

Installation

npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-filters

Summary

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.

SKILL.md

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 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.

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:

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:

import { Filter } from "pixi.js";

const filter = new Filter(vertex, fragment, { uTime: 0 });

Correct:

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:

import { AdjustmentFilter } from "@pixi/filter-adjustment";

Correct:

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:

for (const child of container.children) {
  child.filters = [new BlurFilter({ strength: 4 })];
}

Correct:

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:

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:

import { Rectangle } from "pixi.js";

container.filterArea = new Rectangle(0, 0, 800, 600);
container.filters = [someFilter];

API Reference

  • Filter
  • AlphaFilter
  • BlurFilter
  • BlurFilterPass
  • ColorMatrixFilter
  • DisplacementFilter
  • NoiseFilter
  • FilterSystem

Score

0–100
63/ 100

Grade

C

Popularity15/30

1,496 installs — growing adoption.

Completeness27/30

Documented: full SKILL.md body, description, one-line install. Missing: category/license metadata.

Trust15/25

Community skill with a public GitHub source repository you can review.

Freshness6/15

No update timestamp is tracked for this skill in our catalog.

Scored automatically from popularity, completeness, trust, and freshness — computed only from data in our catalog, never fabricated.

Proud of your score? Add this badge to your README.

Paste a snippet into your GitHub README. The badge updates automatically and links back to this page.

Pixijs Filters skill score badge previewScore badge

Markdown

[![Pixijs Filters skill](https://www.claudemarket.ai/skills/pixijs/pixijs-skills/pixijs-filters/badges/score.svg)](https://www.claudemarket.ai/skills/pixijs/pixijs-skills/pixijs-filters)

HTML

<a href="https://www.claudemarket.ai/skills/pixijs/pixijs-skills/pixijs-filters"><img src="https://www.claudemarket.ai/skills/pixijs/pixijs-skills/pixijs-filters/badges/score.svg" alt="Pixijs Filters skill"/></a>

Pixijs Filters FAQ

How do I install the Pixijs Filters skill?

Run “npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-filters” in your terminal. The skill is added to your agent's skills directory and picked up automatically on the next run — no restart or extra configuration needed.

What does the Pixijs Filters skill do?

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. The full SKILL.md on this page shows the exact instructions the skill gives your agent.

Is the Pixijs Filters skill free?

Yes. Pixijs Filters is a free, open-source skill published from pixijs/pixijs-skills. As with any third-party skill, review the source repository before installing it into an agent with sensitive access.

Does Pixijs Filters work with Claude Code and OpenClaw?

Yes. Skills use the portable SKILL.md format, so Pixijs Filters works with Claude Code, OpenClaw, Codex, Hermes, and any other agent that reads SKILL.md skills.

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