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.
npx skills add bullish0x/GameStudio --skill phaser-filters-and-postfxgit clone --depth 1 https://github.com/bullish0x/GameStudioWrote 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.
[](https://agentmods.dev/skills/bullish0x/gamestudio/phaser-filters-and-postfx)<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>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<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>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.
| Model | Per session | Once 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 |
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.
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.
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:
- Objects render to a texture the size of the camera.
- Internal filters process that texture, applying effects in object/camera local space.
- The texture is drawn to a context-sized texture, applying camera transformations (position, rotation, zoom).
- External filters process that context texture, applying effects in screen space.
- 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.
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.
- 8d ago First seen · 450 lines · 67 tokens per session scan A bcb19d712f9f
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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