---
title: "Shader backdrops: API"
package: "@phaser-ae/backdrops"
tier: Free
version: 3.0.0-7
released: 2026-10-14
updated: 2026-10-20
description: "The runtime that draws full-screen shader backgrounds behind the world, stacked in the order you add them, aware of the camera and running on the game's clock."
url: https://phaser.io/packs/backdrops/api
site: Phaser - https://phaser.io
---

# Shader backdrops: API

`@phaser-ae/backdrops` — Shader backgrounds drawn under the world, camera-aware, stacked in add order. Owns no backdrops; each is its own backdrop-* pack.

## The pack

### `backdrops`

```ts
function backdrops(): Pack<{ backdrop: BackdropsApi }>
```

The backdrops runtime pack. Adds the `backdrops` pass (after `begin`, before `meshes3d` and `sprites`) and exposes
`game.backdrop`. Owns no backgrounds: compose `backdrop-*` packs for those. Each backdrop gets the
follow-camera's visible world rectangle and the interpolated sim time every frame. Supports WebGPU and WebGL2.

## Functions

### `backdropEase`

```ts
function backdropEase(e: BackdropEase | undefined): EaseFn
```

The curve an easing names: the `maths` pack's table by its own name (`easeOutCubic`, `linear`, `sine`) or by the
title screen file's spelling (`cubicOut`), or the function itself. Unknown names throw.

### `backdropScope`

```ts
function backdropScope(paramKeys: ReadonlyArray<string>): Record<string, string>
```

What a snippet can see, by type, as the WebGL2 translator is told it: the template's names and every param.

### `checkBackdrop`

```ts
function checkBackdrop(def: CheckedBackdrop, translate: (code: string, scope: Record<string, string>) => string, opts: { maxCode?: number } = {}): string | null
```

Check a backdrop definition the way the runtime takes it, with no GPU: the name, the sixteen-param and four-colour
limits, reserved and redeclared names, `while`/`loop` (a loop needs a constant bound or it can hang the GPU), the
length, and the WebGL2 translation (`translate` is render-webgl2's `wgslSnippetToGLSL`; it throws naming what it
cannot translate). Returns the problem in one sentence, or null.

### `registerBackdrop`

```ts
function registerBackdrop(k: { registry: { add(kind: string, def: BackdropDef): void } }, def: BackdropDef): void
```

The one-liner a `backdrop-*` pack's attach is: register `def` under the registry kind `'backdrop'` so
`game.backdrop.add(def.name)` finds it.

It refuses one mistake on the way in, because the shader cannot: the template already writes
`let <param> = pN;` for every declared param, so a snippet that opens by writing the same line again is a
WGSL redeclaration and the backdrop never compiles. Caught here it names the param; caught by the driver
it is a wall of "invalid pipeline" every frame.

### `validateBackdrop`

```ts
function validateBackdrop(def: BackdropDef, opts: { maxCode?: number } = {}): string | null
```

Check a backdrop definition the way the runtime will take it, with no GPU: the limits, reserved and redeclared
names, `while`/`loop`, the length (default 8000 characters) and the WebGL2 translation. A snippet the translator
refuses is SKIPPED on WebGL2 — which is what a build's screenshots and every player without WebGPU see — so
content written by a tool or a model goes through this before `define`. Returns the problem in one sentence, or null.

## Constants

### `BACKDROP_RESERVED`

```ts
const BACKDROP_RESERVED: ReadonlySet<string>
```

The names the backdrop template declares itself: a param may not take one.

### `backdropWGSL`

```ts
const backdropWGSL = (code: string, keys: ReadonlyArray<string> = []): string=> …
```

The WGSL a backdrop runs as: the template around a definition's snippet (`code`), with its params named by `keys`
in order. For tools and tests; the runtime builds it per definition.

## Types

### `BackdropDef`

```ts
interface BackdropDef
```

What a `backdrop-*` pack registers: one full-screen background as data. `code` has `uv` (0..1, y down),
`px` (logical pixels), `physicalPx` (framebuffer pixels, independent of logical fit), `res` (logical width, height), `view` (camera x, y, width, height in world units),
`time`, `p0..p15`, `c0`..`c3` (vec4 colours), `pointer` (vec4: x and y in uv, eased; z 1 while pressed; w seconds
since it last moved), `TAU`, `hash21`, `noise2`, `fbm2`, and the background image as `bg` (vec4 at this pixel,
transparent black when none is set) and `bgAt(uv)` in scope, and leaves its result in `color`, premultiplied.
See engine/packs/backdrop/backdrops/docs/backdrops.md, "Writing a backdrop pack".

- `name: string` — The name `game.backdrop.add()` is called with, e.g. `'stars'`. Unique per composed game.
- `description?: string` — One line for the planner's menu: what it looks like.
- `code: string` — WGSL: the fragment body. `color` starts transparent black; leave the premultiplied result in it. Every param is in scope BY NAME as well as by position, so a snippet reads `sunSize` rather than `p2` — the same name the API sets. `time`, `res`, `px`, `uv`, `view`, `bg`, `c0`..`c3` and `TAU` are the template's own, and a param may not take one of those names.
- `params: Record<string, number>` — The params and their defaults, in `p0..p15` order. At most sixteen.
- `colors: Record<string, string>` — The colours and their default hex strings, in `c0..c3` order. At most four.

### `BackdropEase`

```ts
type BackdropEase = EaseName | `${'sine' | 'quad' | 'cubic' | 'quart' | 'quint' | 'expo' | 'circ' | 'back' | 'elastic' | 'bounce'}${'In' | 'Out' | 'InOut'}` | EaseFn
```

An easing for `tween`, `show` and `hide`: a name from the `maths` pack's `EASE` table (`'easeOutCubic'`,
`'linear'`, `'sine'`), the title screen file's spelling of the same curves (`'cubicOut'`, `'sineInOut'`), or a
function of 0..1.

### `BackdropHandle`

```ts
interface BackdropHandle
```

One added backdrop in the stack, returned by `BackdropsApi.add()`.

- `set(param: string, value: number): void` — Set one param live. Throws if `param` is not one the backdrop declares, or `value` is not finite. Stops a tween of that param. Set params and colours together, live. Throws on an unknown name or a non-finite number before changing anything. Stops any tween of the params it sets.
- `set(values: BackdropValues): void` — Set one param live. Throws if `param` is not one the backdrop declares, or `value` is not finite. Stops a tween of that param. Set params and colours together, live. Throws on an unknown name or a non-finite number before changing anything. Stops any tween of the params it sets.
- `setColor(name: string, hex: string): void` — Set one colour live from a hex string (`#rgb`, `#rgba`, `#rrggbb`, `#rrggbbaa`; missing alpha is opaque). Throws on an unknown name.
- `tween(params: Record<string, number>, opts?: BackdropTweenOptions): Promise<void>` — Ease params from where they are to `params` over `duration` seconds of sim time (it pauses with the game). A param already tweening is taken over from where it is. Resolves when it arrives, or when it is replaced, set, or removed. Throws on an unknown name or a non-finite number.
- `show(opts?: BackdropTweenOptions): Promise<void>` — Fade in to fully shown (`fade` 1) over `duration` (default 0.5 s). Resolves when shown, or when interrupted.
- `hide(opts?: BackdropTweenOptions): Promise<void>` — Fade out to nothing (`fade` 0) over `duration` (default 0.5 s); a hidden backdrop is not drawn at all. `hide({ duration: 0 })` right after `add` starts it hidden, ready to `show`.
- `readonly fade: number` — 0..1: how much of it is drawn now (its premultiplied output times this); 1 unless shown or hidden.
- `readonly params: Record<string, number>` — Its params' values now, by name (a tween's current point); a fresh object each read.
- `time: number` — The seconds its snippet's `time` reads now: the sim clock plus this backdrop's own offset (0 at `add`). Set it to jump (a tool's scrub, a restart from 0); it then runs on with the clock. Throws when not finite.
- `remove(): void` — Remove this instance from the stack. Idempotent; also run by the scene's teardown. Its tweens end.
- `readonly name: string` — The backdrop name this handle was added with.

### `BackdropsApi`

```ts
interface BackdropsApi
```

`game.backdrop`: the background stack. Drawn bottom-up in add order, under the world, with premultiplied blending.

- `background(key: string | null, fit?: BackgroundFit): void` — Set (or clear, with null) the BACKGROUND IMAGE the stack draws over: an atlas frame by key (`assets.loadImage` or a render texture's id), drawn opaque beneath every layer, pinned to the screen, and sampleable inside a snippet as `bg` / `bgAt(uv)`. `fit` default 'cover'. Scene-scoped. Throws on an unknown key.
- `readonly backgroundKey: string | null` — The current background key, or null.
- `add(name: string, params?: Record<string, number>, colors?: Record<string, string>): BackdropHandle` — Push a backdrop by name. Params and colours override the definition's defaults. Scene-scoped. Throws if no composed pack registered `name` (the message names the `backdrop-<name>` pack to add), if a param or colour key is unknown, or if the definition exceeds sixteen params or four colours.
- `define(def: BackdropDef): void` — Define a backdrop this GAME owns, then `add` it by name. A pack is how a backdrop is SHARED; this is how a game writes one for itself — a title screen's own sky, an effect that exists in one scene. Defining one of the game's names again REPLACES it, live: the copies on the stack take the new definition, keeping their values by param name. An identical definition changes nothing, so a scene's `enter` can define its sky every time it runs. Throws on a name a composed pack owns.
- `clear(): void` — Empty the stack. Existing handles become inert.
- `failure(name: string): string | null` — Why the backdrop `name` does not draw on this device: its compile error (WGSL on WebGPU, GLSL on WebGL2), or null. A backdrop that does not compile is reported once in the console and then skipped, never drawn; the error arrives a frame or two after it is first drawn. For tools that show a shader's errors.
- `readonly stack: ReadonlyArray<string>` — Backdrop names in draw order, bottom first; a fresh array each read.
- `readonly available: ReadonlyArray<string>` — Every backdrop a composed pack registered.

### `BackdropTweenOptions`

```ts
interface BackdropTweenOptions
```

How long a `tween`, `show` or `hide` takes and along which curve.

- `duration?: number` — Seconds of sim time; default 0.5. 0 is at once. Throws when negative or not finite.
- `ease?: BackdropEase` — The curve; default `'easeInOutQuad'` (the `tween` pack's). An unknown name throws.

### `BackdropValues`

```ts
interface BackdropValues
```

Params and colours to set together: `handle.set({ params: { speed: 2 }, colors: { tint: '#ff0' } })`.

- `params?: Record<string, number>` — Params by name.
- `colors?: Record<string, string>` — Colours by name, as hex strings.

### `BackgroundFit`

```ts
type BackgroundFit = 'cover' | 'contain' | 'stretch'
```

How `background()` fits the image to the screen.

### `CheckedBackdrop`

```ts
interface CheckedBackdrop
```

The shape a check reads: a backdrop definition.

- `name: string` — Its name.
- `code: string` — The WGSL snippet.
- `params?: Record<string, number>` — Its params and defaults.
- `colors?: Record<string, string>` — Its colours.

---

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