---
title: "Post-process chain: API"
package: "@phaser-ae/post"
tier: Free
version: 3.0.0-5
released: 2026-10-14
updated: 2026-10-20
description: "Runs full-screen effects over a 2D or 3D world before the HUD, as a chain of passes you add, tune live and extend with effects of your own."
url: https://phaser.io/packs/post/api
site: Phaser - https://phaser.io
---

# Post-process chain: API

`@phaser-ae/post` — The full-screen post-process chain over a 2D or 3D world, before the HUD: bloom, CRT, pixelate and other looks come as post-* packs.

## The pack

### `post`

```ts
function post(): Pack<{ post: PostApi }>
```

The post-process runtime pack. Adds the `post` pass (after `lighting`, before `screen`) and exposes
`game.post`. Owns no effects: compose `post-looks` and the other `post-*` packs for those. Supports WebGPU and WebGL2; with no effects added
the pass is skipped and costs nothing.

## Helpers

### `checkPostEffect`

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

Check a post effect definition the way the runtime takes it, with no GPU: the name, each param's default (a finite
number, a CSS colour the kernel parses, or 2 to 4 finite numbers; a param's name is only its key in `add` and `set`,
since the snippet reads it by slot, `p0..p15`) and the sixteen slots they share; the code (it must set `color`, use no `while` or `loop`, since an unbounded loop can hang
the GPU, call no texture function but `tex`, and stay under `maxCode` characters, default 8000); and its WebGL2
translation, which names an unknown identifier (a param read by its name rather than its `p` slot), an unknown
function or an unsupported construct. Returns the problem in one sentence, or null.

### `registerPostEffect`

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

Register an effect under the registry kind `'post'` so `game.post.add(def.name)` finds it: the one-liner a `post-*`
pack's attach is, and a game's own effect as `registerPostEffect(game.kernel, def)`. The definition is checked first
(`checkPostEffect`), so a bad name, param or snippet throws here, saying what is wrong, rather than when it is
drawn. Registering a name again replaces the effect (the last definition wins), and the copies in the chain take it
on the next frame, keeping their values by param name; an identical definition changes nothing, so a scene's `enter`
can register its effect every time it runs. Two packs registering one name as they compose throws.

## Functions

### `postScope`

```ts
function postScope(): SnippetScope
```

What a snippet can see, by GLSL type, as the WebGL2 translator is told it. `tex(p)` is a shared helper.

## Constants

### `POST_PARAM_SLOTS`

```ts
const POST_PARAM_SLOTS: 16
```

The number of `f32` param slots an effect has, `p0..p15`.

## Types

### `PostApi`

```ts
interface PostApi
```

`game.post`: the effect chain. Effects run in add order, each reading the previous result; the HUD draws above.

- `add(name: string, params?: Record<string, PostParam>): PostHandle` — Append an effect by name. Params override the definition's defaults. Scene-scoped. Throws if no composed pack registered `name` (the message names the `post-<name>` pack to add), if a param key is unknown or its value the wrong kind, or if the definition needs more than sixteen slots.
- `clear(): void` — Empty the chain. Existing handles become inert.
- `readonly chain: ReadonlyArray<string>` — Effect names in run order; a fresh array each read.
- `readonly available: ReadonlyArray<string>` — Every effect a composed pack registered.

### `PostEffectDef`

```ts
interface PostEffectDef
```

What a `post-*` pack registers: one full-screen effect as data. `code` is the body of a WGSL fragment
function with `uv`, `time`, `texel`, `tex(p)` and `p0..p15` in scope; it leaves its result in `color`.
See engine/packs/post/post/docs/post.md, "Writing an effect pack".

- `name: string` — The name `game.post.add()` is called with, e.g. `'bloom'`. Unique per composed game.
- `description?: string` — One line for the planner's menu: what it looks like.
- `code: string` — WGSL: the fragment body. Starts with `color = tex(uv)`; must leave the result in `color` (vec4, straight alpha).
- `params: Record<string, PostParam>` — The params and their defaults, laid into `p0..p15` in key order: a number takes one slot, a CSS colour three (r, g, b), an array its length. At most sixteen slots; `add()` throws past that.

### `PostHandle`

```ts
interface PostHandle
```

One added effect in the chain, returned by `PostApi.add()`.

- `set(param: string, value: PostParam): void` — Set one param live: a number, a CSS colour for a colour param, or an array (or one number for every component) for a vector param. Throws if `param` is not one the effect declares, if the value is the wrong kind, or if a colour does not parse.
- `remove(): void` — Remove this instance from the chain. Idempotent; also run by the scene's teardown.
- `readonly name: string` — The effect name this handle was added with.

### `PostParam`

```ts
type PostParam = number | string | readonly number[]
```

One param value. A number fills one slot; a CSS colour string fills three (red, green, blue, 0..1; alpha is
ignored); an array of 2 to 4 numbers fills that many. The DEFAULT in `PostEffectDef.params` fixes the kind:
a vector param also takes one number for every component, and a colour param takes only a CSS string.

---

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