What problem does it solve?
It solves the challenge of writing and wiring custom GPU shader logic in PixiJS v8, including uniforms, resources, filters, and batching, in a way that works across both WebGL and WebGPU renderers.
Core Features & Use Cases
- Dual-renderer Shader.from: Bind GLSL and WGSL programs to a scene object with a single shader definition that targets WebGL and/or WebGPU.
- Typed UniformGroup + UBO support: Define strongly-typed uniforms (including float-only matrix handling in UBO mode) and update them safely at runtime.
- Custom Filter.from with target sampling: Create fragment-only filters, follow GLSL ES 3.0 conventions (in/out, finalColor, texture()), and use uBackTexture with blendRequired when you need the render-target copy.
- Custom Batcher via extensions: Extend PixiJS batching by implementing a Batcher subclass and registering it via extensions for specialized packing logic.
Quick Start
Create a Shader.from definition with gl vertex/fragment and gpu entry points, then attach typed UniformGroup resources and add the resulting Mesh to app.stage.