shader-dev
Unified GLSL shader development skill, covering 36 ShaderToy-compatible techniques for real-time visual effects creation.
npx skills add minimax-ai/skills --skill shader-devBefore / After Comparison
1 组Manually writing GLSL shader code requires a deep understanding of mathematics and graphics knowledge, and debugging complex effects requires repeated trials. A ray tracing scene might take several days to develop, and common techniques like soft shadows and depth of field are difficult to implement quickly.
Natural language descriptions can generate complete shader code, covering 36 techniques such as ray tracing, soft shadows, and volume rendering. Mathematical calculations and optimizations are handled automatically, with real-time preview debugging, reducing complex visual effects development from days to hours.
shader-dev
Shader Craft
A unified skill covering 36 GLSL shader techniques (ShaderToy-compatible) for real-time visual effects.
Invocation
/shader-dev <request>
$ARGUMENTS contains the user's request (e.g. "create a raymarched SDF scene with soft shadows").
Skill Structure
shader-dev/
├── SKILL.md # Core skill (this file)
├── techniques/ # Implementation guides (read per routing table)
│ ├── ray-marching.md # Sphere tracing with SDF
│ ├── sdf-3d.md # 3D signed distance functions
│ ├── lighting-model.md # PBR, Phong, toon shading
│ ├── procedural-noise.md # Perlin, Simplex, FBM
│ └── ... # 34 more technique files
└── reference/ # Detailed guides (read as needed)
├── ray-marching.md # Math derivations & advanced patterns
├── sdf-3d.md # Extended SDF theory
├── lighting-model.md # Lighting math deep-dive
├── procedural-noise.md # Noise function theory
└── ... # 34 more reference files
How to Use
-
Read the Technique Routing Table below to identify which technique(s) match the user's request
-
Read the relevant file(s) from
techniques/— each file contains core principles, implementation steps, and complete code templates -
If you need deeper understanding (math derivations, advanced patterns), follow the reference link at the bottom of each technique file to
reference/ -
Apply the WebGL2 Adaptation Rules below when generating standalone HTML pages
Technique Routing Table
User wants to create... Primary technique Combine with
3D objects / scenes from math ray-marching + sdf-3d lighting-model, shadow-techniques
Complex 3D shapes (booleans, blends) csg-boolean-operations sdf-3d, ray-marching
Infinite repeating patterns in 3D domain-repetition sdf-3d, ray-marching
Organic / warped shapes domain-warping procedural-noise
Fluid / smoke / ink effects fluid-simulation multipass-buffer
Particle effects (fire, sparks, snow) particle-system procedural-noise, color-palette
Physically-based simulations simulation-physics multipass-buffer
Game of Life / reaction-diffusion cellular-automata multipass-buffer, color-palette
Ocean / water surface water-ocean atmospheric-scattering, lighting-model
Terrain / landscape terrain-rendering atmospheric-scattering, procedural-noise
Clouds / fog / volumetric fire volumetric-rendering procedural-noise, atmospheric-scattering
Sky / sunset / atmosphere atmospheric-scattering volumetric-rendering
Realistic lighting (PBR, Phong) lighting-model shadow-techniques, ambient-occlusion
Shadows (soft / hard) shadow-techniques lighting-model
Ambient occlusion ambient-occlusion lighting-model, normal-estimation
Path tracing / global illumination path-tracing-gi analytic-ray-tracing, multipass-buffer
Precise ray-geometry intersections analytic-ray-tracing lighting-model
Voxel worlds (Minecraft-style) voxel-rendering lighting-model, shadow-techniques
Noise / FBM textures procedural-noise domain-warping
Tiled 2D patterns procedural-2d-pattern polar-uv-manipulation
Voronoi / cell patterns voronoi-cellular-noise color-palette
Fractals (Mandelbrot, Julia, 3D) fractal-rendering color-palette, polar-uv-manipulation
Color grading / palettes color-palette —
Bloom / tone mapping / glitch post-processing multipass-buffer
Multi-pass ping-pong buffers multipass-buffer —
Texture / sampling techniques texture-sampling —
Camera / matrix transforms matrix-transform —
Surface normals normal-estimation —
Polar coords / kaleidoscope polar-uv-manipulation procedural-2d-pattern
2D shapes / UI from SDF sdf-2d color-palette
Procedural audio / music sound-synthesis —
SDF tricks / optimization sdf-tricks sdf-3d, ray-marching
Anti-aliased rendering anti-aliasing sdf-2d, post-processing
Depth of field / motion blur / lens effects camera-effects post-processing, multipass-buffer
Advanced texture mapping / no-tile textures texture-mapping-advanced terrain-rendering, texture-sampling
WebGL2 shader errors / debugging webgl-pitfalls —
Technique Index
Geometry & SDF
-
sdf-2d — 2D signed distance functions for shapes, UI, anti-aliased rendering
-
sdf-3d — 3D signed distance functions for real-time implicit surface modeling
-
csg-boolean-operations — Constructive solid geometry: union, subtraction, intersection with smooth blending
-
domain-repetition — Infinite space repetition, folding, and limited tiling
-
domain-warping — Distort domains with noise for organic, flowing shapes
-
sdf-tricks — SDF optimization, bounding volumes, binary search refinement, hollowing, layered edges, debug visualization
Ray Casting & Lighting
-
ray-marching — Sphere tracing with SDF for 3D scene rendering
-
analytic-ray-tracing — Closed-form ray-primitive intersections (sphere, plane, box, torus)
-
path-tracing-gi — Monte Carlo path tracing for photorealistic global illumination
-
lighting-model — Phong, Blinn-Phong, PBR (Cook-Torrance), and toon shading
-
shadow-techniques — Hard shadows, soft shadows (penumbra estimation), cascade shadows
-
ambient-occlusion — SDF-based AO, screen-space AO approximation
-
normal-estimation — Finite-difference normals, tetrahedron technique
Simulation & Physics
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fluid-simulation — Navier-Stokes fluid solver with advection, diffusion, pressure projection
-
simulation-physics — GPU-based physics: springs, cloth, N-body gravity, collision
-
particle-system — Stateless and stateful particle systems (fire, rain, sparks, galaxies)
-
cellular-automata — Game of Life, reaction-diffusion (Turing patterns), sand simulation
Natural Phenomena
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water-ocean — Gerstner waves, FFT ocean, caustics, underwater fog
-
terrain-rendering — Heightfield ray marching, FBM terrain, erosion
-
atmospheric-scattering — Rayleigh/Mie scattering, god rays, SSS approximation
-
volumetric-rendering — Volume ray marching for clouds, fog, fire, explosions
Procedural Generation
-
procedural-noise — Value noise, Perlin, Simplex, Worley, FBM, ridged noise
-
procedural-2d-pattern — Brick, hexagon, truchet, Islamic geometric patterns
-
voronoi-cellular-noise — Voronoi diagrams, Worley noise, cracked earth, crystal
-
fractal-rendering — Mandelbrot, Julia sets, 3D fractals (Mandelbox, Mandelbulb)
-
color-palette — Cosine palettes, HSL/HSV/Oklab, dynamic color mapping
Post-Processing & Infrastructure
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post-processing — Bloom, tone mapping (ACES, Reinhard), vignette, chromatic aberration, glitch
-
multipass-buffer — Ping-pong FBO setup, state persistence across frames
-
texture-sampling — Bilinear, bicubic, mipmap, procedural texture lookup
-
matrix-transform — Camera look-at, projection, rotation, orbit controls
-
polar-uv-manipulation — Polar/log-polar coordinates, kaleidoscope, spiral mapping
-
anti-aliasing — SSAA, SDF analytical AA, temporal anti-aliasing (TAA), FXAA post-process
-
camera-effects — Depth of field (thin lens), motion blur, lens distortion, film grain, vignette
-
texture-mapping-advanced — Biplanar mapping, texture repetition avoidance, ray differential filtering
Audio
- sound-synthesis — Procedural audio in GLSL: oscillators, envelopes, filters, FM synthesis
Debugging & Validation
- webgl-pitfalls — Common WebGL2/GLSL errors:
fragCoord,main()wrapper, function order, macro limitations, uniform null
WebGL2 Adaptation Rules
All technique files use ShaderToy GLSL style. When generating standalone HTML pages, apply these adaptations:
Shader Version & Output
-
Use
canvas.getContext("webgl2") -
Shader first line:
#version 300 es, fragment shader addsprecision highp float; -
Fragment shader must declare:
out vec4 fragColor; -
Vertex shader:
attribute→in,varying→out -
Fragment shader:
varying→in,gl_FragColor→fragColor,texture2D()→texture()
Fragment Coordinate
- Use
gl_FragCoord.xyinstead offragCoord(WebGL2 does not havefragCoordbuilt-in)
// WRONG
vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
// CORRECT
vec2 uv = (2.0 * gl_FragCoord.xy - iResolution.xy) / iResolution.y;
main() Wrapper for ShaderToy Templates
-
ShaderToy uses
void mainImage(out vec4 fragColor, in vec2 fragCoord) -
WebGL2 requires standard
void main()entry point — always wrap mainImage:
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
// shader code...
fragColor = vec4(col, 1.0);
}
void main() {
mainImage(fragColor, gl_FragCoord.xy);
}
Function Declaration Order
- GLSL requires functions to be declared before use — either declare before use or reorder:
// WRONG — getAtmosphere() calls getSunDirection() before it's defined
vec3 getAtmosphere(vec3 dir) { return getSunDirection(); } // Error!
vec3 getSunDirection() { return normalize(vec3(1.0)); }
// CORRECT — define callee first
vec3 getSunDirection() { return normalize(vec3(1.0)); }
vec3 getAtmosphere(vec3 dir) { return getSunDirection(); } // Works
Macro Limitations
#definecannot use function calls — useconstinstead:
// WRONG
#define SUN_DIR normalize(vec3(0.8, 0.4, -0.6))
// CORRECT
const vec3 SUN_DIR = vec3(0.756, 0.378, -0.567); // Pre-computed normalized value
Script Tag Extraction
- When extracting shader source from
<script>tags, ensure#versionis the first character — use.trim():
const fs = document.getElementById('fs').text.trim();
Common Pitfalls
-
Unused uniforms: Compiler may optimize away unused uniforms, causing
gl.getUniformLocation()to returnnull— always use uniforms in a way the compiler cannot optimize out -
Loop indices: Use runtime constants in loops, not
#definemacros in some ES versions -
Terrain functions: Functions like
terrainM(vec2)need XZ components — useterrainM(pos.xz + offset)notterrainM(pos + offset)
HTML Page Setup
When generating a standalone HTML page:
-
Canvas fills the entire viewport, auto-resizes on window resize
-
Page background black, no scrollbars:
body { margin: 0; overflow: hidden; background: #000; } -
Implement ShaderToy-compatible uniforms:
iTime,iResolution,iMouse,iFrame -
For multi-pass effects (Buffer A/B), use WebGL2 framebuffer + ping-pong (see multipass-buffer technique)
Common Pitfalls
JS Variable Declaration Order (TDZ — causes white screen crash)
let/const variables must be declared at the top of the <script> block, before any function that references them:
// 1. State variables FIRST
let frameCount = 0;
let startTime = Date.now();
// 2. Canvas/GL init, shader compile, FBO creation
const canvas = document.getElementById('canvas');
const gl = canvas.getContext('webgl2');
// ...
// 3. Functions and event bindings LAST
function resize() { /* can now safely reference frameCount */ }
function render() { /* ... */ }
window.addEventListener('resize', resize);
Reason: let/const have a Temporal Dead Zone — referencing them before declaration throws ReferenceError,
...
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