What problem does it solve? Phaser 4 replaced the v3 FX system with a new filter pipeline, and developers need accurate guidance on enabling filters, choosing internal versus external filter lists, and migrating effects like bloom, masks, and glow to the new API. ## Core Features & Use Cases - Filter Application: Add blur, glow, vignette, color matrix, displacement, barrel distortion, and 20+ built-in filters to game objects and cameras via FilterList factory methods. - Custom Bloom and Compositing: Build bloom effects with ParallelFilters by splitting input into threshold and blur paths blended with ADD mode. - Masks and Transitions: Implement alpha masks from textures or game objects and animated wipe/reveal transitions driven by tweens. - Use Case: When porting a Phaser 3 game that used postFX.addBloom(), use this Skill to recreate the effect with ParallelFilters and correctly call enableFilters() on sprites before attaching glow effects. ## Quick Start Add a glow filter to my Phaser 4 sprite and explain how to recreate the v3 bloom effect using ParallelFilters.