filters-and-postfx

filters-and-postfx is a skill for Claude Code, Codex from phaserjs/phaser. It costs 64 tokens per session (4,719 once invoked), scanned A, original, MIT.

A guide to visual effects added after Phaser 4 draws an object or camera view, including glow, blur, color changes, distortion, and custom shaders.

In plain words
What is it for?
Use it for glow, bloom, blur, color effects, barrel distortion, displacement, and shader-based visual changes.
Why use it?
It explains how these effects work and notes that the filter system requires WebGL, a browser graphics mode.

Skill for Claude CodeCodex

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.

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

Made for: Claude Code, Codex.

Wrote this? Show the measurements

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README.md
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Per session 64 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,719 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found 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 $0.00064 $0.04719
Opus 5 $0.00032 $0.02360
Sonnet 5 $0.00013 $0.00944
Haiku 4.5 $0.00006 $0.00472

Measured 4d ago against content hash 451c4e60b738, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

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 4d 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.

skills/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. 4d ago First seen · 450 lines · 64 tokens per session scan A 451c4e60b738

Subscribe to this mod's changes

filters-and-postfx is a skill published in the GitHub repository phaserjs/phaser (40,246 stars, last pushed 14d ago), licensed MIT. It adds 64 tokens to every session and 4,719 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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