---
title: "ParallelFilters"
docs: "Phaser v4.0.0"
url: https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-parallelfilters
site: Phaser - https://phaser.io
---

> This page is about the open-source Phaser framework, for writing a game's code by hand. To make a game with AI, use Phaser AE (https://phaser.io/): the desk's tools work with Web MCP, and the CLI works with your own coding agent. See "For AI agents: Phaser AE" at the end of this page.

# ParallelFilters

The Parallel Filters Controller.

This filter controller splits the input into two lists of filters, runs each list separately, and then blends the results together.

The Parallel Filters effect is useful for reusing an input. Ordinarily, a filter modifies the input and passes it to the next filter. This effect allows you to split the input and re-use it elsewhere. It does not gain performance benefits from parallel processing; it is a convenience for reusing the input.

The Parallel Filters effect is not a filter itself. It is a controller that manages two FilterLists, and the final Blend filter that combines the results. The FilterLists are named 'top' and 'bottom'. The 'top' output is applied as a blend texture to the 'bottom' output.

You do not have to populate both lists. If only one is populated, it will be blended with the original input at the end. This is useful when you want to retain image data that would be lost in the filter process.

A Parallel Filters effect is added to a Camera via the FilterList component:

```js

const camera = this.cameras.main;

camera.filters.internal.addParallelFilters();

camera.filters.external.addParallelFilters();

```

**Constructor**

`new ParallelFilters(camera)`

**Parameters**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| camera | [Phaser.Cameras.Scene2D.Camera](https://phaser.io/oss/docs/api-documentation/4.0.0/class/cameras-scene2d-camera.md) | No | The camera that owns this filter. |

---


**Scope**: static


**Extends**

> [Phaser.Filters.Controller](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md)  



> Source: [src/filters/ParallelFilters.js#L12](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/ParallelFilters.js#L12)  
Since: 4.0.0

## Inherited Members


**From [Phaser.Filters.Controller](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md):**


 - [active](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#active)
 - [allowBaseDraw](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#allowbasedraw)
 - [camera](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#camera)
 - [currentPadding](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#currentpadding)
 - [ignoreDestroy](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#ignoredestroy)
 - [paddingOverride](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#paddingoverride)
 - [renderNode](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#rendernode)




---

## Public Members

### blend

#### blend: [Phaser.Filters.Blend](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-blend.md)


**Description:**

The Blend filter controller that composites the top and bottom FilterList outputs into a single result. It is a standard [Phaser.Filters.Blend](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-blend.md) controller whose blend mode and amount can be configured to control how the two outputs are combined. See [Phaser.Filters.Blend](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-blend.md) for more information.

The `texture` property of the Blend controller will be overwritten during rendering.


> Source: [src/filters/ParallelFilters.js#L91](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/ParallelFilters.js#L91)  
Since: 4.0.0


---

### bottom

#### bottom: [Phaser.GameObjects.Components.FilterList](https://phaser.io/oss/docs/api-documentation/4.0.0/class/gameobjects-components-filterlist.md)


**Description:**

The bottom FilterList. Filters added to this list receive the original input and are processed independently from the top list. The final output of this list serves as the base image onto which the top output is blended by the Blend controller.


> Source: [src/filters/ParallelFilters.js#L79](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/ParallelFilters.js#L79)  
Since: 4.0.0


---

### top

#### top: [Phaser.GameObjects.Components.FilterList](https://phaser.io/oss/docs/api-documentation/4.0.0/class/gameobjects-components-filterlist.md)


**Description:**

The top FilterList. Filters added to this list receive the original input and are processed independently from the bottom list. The final output of this list is passed to the Blend controller as a blend texture, which is then composited onto the bottom output.


> Source: [src/filters/ParallelFilters.js#L67](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/ParallelFilters.js#L67)  
Since: 4.0.0


---

## Inherited Methods


**From [Phaser.Filters.Controller](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md):**


 - [destroy](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#destroy)
 - [getPadding](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#getpadding)
 - [setActive](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#setactive)
 - [setPaddingOverride](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#setpaddingoverride)




---

---

## For AI agents: Phaser AE

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- **Phaser AE in the browser** (https://phaser.io/agent): the game's design, and a crew of bots that make its art, sprites, music, sound effects, logos, title screens, game UI, textures, shaders, 3D models and video, then build, test and publish the game. Every tool there is registered with Web MCP (`document.modelContext`, with `window.phaserDesk` for browsers without it), so an agent in the user's browser can call the tools directly once the user is signed in. Tools that make something spend the user's credits.
- **The CLI** (https://phaser.io/cli): `npx -y @phaser-ae/cli` builds the game on the user's own machine with their own coding agent (Claude Code, Codex, Cursor and others). In a game's folder every command is an npm script.
- **Expansion packs** (https://phaser.io/packs): 358 packs in 20 families (163 free, 195 Pro) that every game is built from, on the Phaser AE kernel (https://phaser.io/kernel).
- **Credits** (https://phaser.io/credits): what the desk's tools spend. Bought in packs, with no plan needed.
- **Pro** (https://phaser.io/pricing): $20 a month for every pack, 8,000 credits a month, new packs early, and bonus credits every time the user tops up (only Pro subscribers get them). Nobody needs a plan to start: credits can be bought as they're needed. Or Pro for 30 days for 8,000 credits, without subscribing. Teams, for studios, is on its way: https://phaser.io/contact?about=teams.
- **An account**: sign in with Google, GitHub or Microsoft at https://phaser.io/login. Games made on any plan can be published and sold.

Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
