---
title: "Glow"
docs: "Phaser v4.1.0"
url: https://phaser.io/oss/docs/api-documentation/class/filters-glow
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.

# Glow

The Glow Filter controller.

This filter controller manages the glow effect for a Camera.

The glow effect is a visual technique that creates a soft, luminous halo around game objects, characters, or UI elements. This effect is used to emphasize importance, enhance visual appeal, or convey a sense of energy, magic, or otherworldly presence. The effect can also be set on the inside of edges. The color and strength of the glow can be modified.

This effect samples across an area. To avoid missing data at the edges, use `controller.setPaddingOverride(null)` to automatically pad game objects, or `camera.getPaddingWrapper(x)` to enlarge a camera.

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

```js
const camera = this.cameras.main;

camera.filters.internal.addGlow();
camera.filters.external.addGlow();
```

Conversion note from Phaser 3:

- The shader now uses stochastic sampling instead of sampling along straight lines. This improves quality, especially around corners.

- `scale` has been added to the parameter list, before `knockout`.

- `quality` is no longer a fraction, but an integer value. The default has changed from 0.1 to 10. This is not a linear conversion, because of the quality improvement. Judge the quality by eye and adjust the value accordingly.

**Constructor**

`new Glow(camera, [color], [outerStrength], [innerStrength], [scale], [knockout], [quality], [distance])`

**Parameters**
| name | type | optional | default | description |
| ---- | ---- | -------- | ------- | ----------- |
| camera | [Phaser.Cameras.Scene2D.Camera](https://phaser.io/oss/docs/api-documentation/class/cameras-scene2d-camera.md) | No |  | The camera that owns this filter. |
| color | number | Yes | "0xffffff" | The color of the glow effect as a number value. |
| outerStrength | number | Yes | 4 | The strength of the glow outward from the edge of textures. |
| innerStrength | number | Yes | 0 | The strength of the glow inward from the edge of textures. |
| scale | number | Yes | 1 | The scale of the glow effect. This multiplies the fixed distance. |
| knockout | boolean | Yes | false | If `true` only the glow is drawn, not the texture itself. |
| quality | number | Yes | 10 | The quality of the glow effect. This cannot be changed after the filter has been created. |
| distance | number | Yes | 10 | The distance of the glow effect. This cannot be changed after the filter has been created. |

---


**Scope**: static


**Extends**

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



> Source: [src/filters/Glow.js#L10](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Glow.js#L10)  
Since: 4.0.0

## Inherited Members


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


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




---

## Public Members

### color

#### color: number


**Description:**

The color of the glow effect, expressed as a hex color value in the format 0xRRGGBB. Getting this value converts it from the internal normalized `glcolor` array. Setting it updates `glcolor` for use by the WebGL renderer.


> Source: [src/filters/Glow.js#L156](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Glow.js#L156)  
Since: 4.0.0


---

### distance

#### distance: number


**Description:**

The distance of the glow effect. This cannot be changed after the filter has been created. This controls the distance of the glow effect, in pixels. Integer values only.


> Source: [src/filters/Glow.js#L186](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Glow.js#L186)  
Since: 4.0.0


---

### glcolor

#### glcolor: Array.\<number>


**Description:**

The internal RGBA color of the glow, stored as four normalized floating-point values (red, green, blue, alpha) in the range 0 to 1, for direct use by the WebGL renderer. To set the glow color, use the `color` property instead.


> Source: [src/filters/Glow.js#L138](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Glow.js#L138)  
Since: 4.0.0


---

### innerStrength

#### innerStrength: number


**Description:**

The strength of the glow inward from the edge of textures.


> Source: [src/filters/Glow.js#L77](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Glow.js#L77)  
Since: 4.0.0


---

### knockout

#### knockout: boolean


**Description:**

If `true` only the glow is drawn, not the texture itself.


> Source: [src/filters/Glow.js#L97](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Glow.js#L97)  
Since: 4.0.0


---

### outerStrength

#### outerStrength: number


**Description:**

The strength of the glow outward from the edge of textures.


> Source: [src/filters/Glow.js#L67](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Glow.js#L67)  
Since: 4.0.0


---

### quality

#### quality: number


**Description:**

The quality of the glow effect. This cannot be changed after the filter has been created. This controls the number of samples that the glow effect will run for. A higher number is higher quality, but slower to process. Integer values only.


> Source: [src/filters/Glow.js#L206](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Glow.js#L206)  
Since: 4.0.0


---

### scale

#### scale: number


**Description:**

The scale of the glow effect. This multiplies the fixed distance.


> Source: [src/filters/Glow.js#L87](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Glow.js#L87)  
Since: 4.0.0


---

## Inherited Methods


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


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




---

## Public Methods

### getPadding

#### \<instance> getPadding()


**Description:**

Returns the amount of extra padding, in pixels, that this filter requires when rendering. The padding accounts for the glow effect extending beyond the original bounds of the Camera's rendered output.


**Overrides:** Phaser.Filters.Controller#getPadding


**Returns:** [Phaser.Geom.Rectangle](https://phaser.io/oss/docs/api-documentation/class/geom-rectangle.md) - The padding Rectangle.


> Source: [src/filters/Glow.js#L226](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Glow.js#L226)  
Since: 4.0.0


---

---

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