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 pixi-blend-modesgit 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/pixi-blend-modes)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/pixi-blend-modes"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/pixi-blend-modes/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/pixi-blend-modes"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/pixi-blend-modes.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 | $0.00104 | $0.01729 |
| Opus 5 | $0.00052 | $0.00864 |
| Sonnet 5 | $0.00021 | $0.00346 |
| Haiku 4.5 | $0.00010 | $0.00173 |
Grade A, and why
pixi-blend-modes 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
97% identical to pixijs-blend-modes — 28 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 — 190 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Set container.blendMode to composite display objects with GPU blend equations (standard modes) or filter-based advanced modes. Blend-mode transitions break render batches, so group like-mode siblings together.
Quick Start
const light = new Sprite(await Assets.load("light.png"));
light.blendMode = "add";
app.stage.addChild(light);
const shadow = new Sprite(await Assets.load("shadow.png"));
shadow.blendMode = "multiply";
app.stage.addChild(shadow);
import "pixi.js/advanced-blend-modes";
const overlay = new Sprite(await Assets.load("overlay.png"));
overlay.blendMode = "color-burn";
app.stage.addChild(overlay);
Related skills: pixijs-filters (advanced modes use the filter pipeline), pixijs-performance (batching with blend modes), pixijs-color (color manipulation).
Core Patterns
Standard blend modes
Standard modes are built in and use GPU blend equations directly:
import { Sprite } from "pixi.js";
sprite.blendMode = "normal"; // standard alpha compositing (effective default at root)
sprite.blendMode = "add"; // additive (lighten, glow effects)
sprite.blendMode = "multiply"; // multiply (darken, shadow effects)
sprite.blendMode = "screen"; // screen (lighten, dodge effects)
sprite.blendMode = "erase"; // erase pixels from render target
sprite.blendMode = "none"; // no blending, overwrites destination
sprite.blendMode = "inherit"; // inherit from parent (this is the actual default value)
sprite.blendMode = "min"; // keeps minimum of source and destination (WebGL2+ only)
sprite.blendMode = "max"; // keeps maximum of source and destination (WebGL2+ only)
These are hardware-accelerated and cheap. They do not require filters.
Advanced blend modes
Advanced modes require an explicit import to register the extensions. On the WebGL renderer they also require useBackBuffer: true at init time, or PixiJS logs a warning and the blend silently falls back:
import "pixi.js/advanced-blend-modes";
import { Application, Sprite, Assets } from "pixi.js";
const app = new Application();
await app.init({ useBackBuffer: true }); // required for advanced modes on WebGL
const texture = await Assets.load("overlay.png");
const overlay = new Sprite(texture);
overlay.blendMode = "color-burn";
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 · 190 lines · 104 tokens per session scan A e32db82126ac
pixi-blend-modes is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 104 tokens to every session and 1,729 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. It is 97% identical to pixijs-blend-modes, differing in 28 lines, and is treated as a copy.
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