phaser-filters-and-postfx

phaser-filters-and-postfx is a skill for Claude Code, Codex from bullish0x/GameStudio. It costs 67 tokens per session (4,742 once invoked), scanned A, a copy of filters-and-postfx, MIT.

A guide to applying visual effects after Phaser 4 renders a game object or camera, such as blur, glow, bloom, color changes, and distortion. These effects use the graphics card and require WebGL.

In plain words
What is it for?
Use it for glows, blurred cameras, bloom, shader-based effects, color adjustments, and other post-processing visuals.
Why use it?
It explains how to add screen and object effects without rebuilding the artwork itself.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: installed under .agents/ (shared by several agents).

Good fit Use it for glows, blurred cameras, bloom, shader-based effects, color adjustments, and other post-processing visuals.

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Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/phaser-filters-and-postfx
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add bullish0x/GameStudio --skill phaser-filters-and-postfx
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

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README.md
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Your own site
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-filters-and-postfx"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-filters-and-postfx/github.svg" alt="Measured on agentmods" height="20"></a>

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Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-filters-and-postfx"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-filters-and-postfx.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 67 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,742 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 98% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00067 $0.04742
Opus 5 $0.00034 $0.02371
Sonnet 5 $0.00013 $0.00948
Haiku 4.5 $0.00007 $0.00474

Measured 8d ago against content hash bcb19d712f9f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

phaser-filters-and-postfx scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

98% identical to filters-and-postfx — 4 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/skills/phaser-filters-and-postfx/SKILL.md · 450 lines

How it starts

The opening of the file, as written. The whole thing — 450 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Phaser 4 Filters and Post-FX

Quick Start

Add a glow effect to a sprite:

// In your Scene's create() method:
const sprite = this.add.sprite(400, 300, 'player');

// Step 1: Enable the filter system on the game object (WebGL only)
sprite.enableFilters();

// Step 2: Add filters via .filters.internal or .filters.external
sprite.filters.internal.addGlow(0xff00ff, 4, 0, 1);

Add a blur to the camera:

// Cameras have filters enabled by default - no enableFilters() needed
const camera = this.cameras.main;
camera.filters.internal.addBlur(0, 2, 2, 1);

Core Concepts

How Filters Work in v4

Filters are GPU-based post-processing effects applied after an object or camera renders to a texture. Each filter runs a shader pass over that texture, producing the final visual output. Filters are WebGL only.

The rendering pipeline for a camera with filters:

  1. Objects render to a texture the size of the camera.
  2. Internal filters process that texture, applying effects in object/camera local space.
  3. The texture is drawn to a context-sized texture, applying camera transformations (position, rotation, zoom).
  4. External filters process that context texture, applying effects in screen space.
  5. The final texture is composited into the output.

Internal vs External Filters

Every FilterList exposes two sub-lists: filters.internal and filters.external. The distinction controls when the filter runs relative to the camera/object transform:

  • Internal -- applied before the camera transform. Effects operate in the object's local coordinate space. A horizontal blur on a rotated object appears rotated with the object. Internal filters only cover the object/camera region, so they are cheaper.
  • External -- applied after the camera transform. Effects operate in screen space. A horizontal blur on a rotated object always blurs horizontally on screen. External filters are full-screen and more expensive.

Use internal filters wherever possible for better performance.

Read the full file on GitHub · 450 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 8d ago First seen · 450 lines · 67 tokens per session scan A bcb19d712f9f

Subscribe to this mod's changes

phaser-filters-and-postfx is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 67 tokens to every session and 4,742 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 98% identical to filters-and-postfx, differing in 4 lines, and is treated as a copy.

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