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shader-programming-glsl

shader-programming-glsl

github.com/sickn33Development48.7k192 installsUpdated today
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About shader-programming-glsl

A guide for developers writing GPU shaders with GLSL, covering shader structure, variables, vector operations, and rendering practices. It includes WebGL-oriented examples, performance guidance, and troubleshooting for compilation and display issues.

Key features

  1. 01Explain vertex and fragment shaders
  2. 02Describe uniforms and varyings
  3. 03Cover vector math and swizzling
  4. 04Provide a raymarching example
  5. 05Offer compile troubleshooting and performance tips

Use cases

  1. 01Create visual effects in WebGL or game engines
  2. 02Implement blur, bloom, or color correction
  3. 03Generate textures or geometry on the GPU
  4. 04Troubleshoot shader compilation or black screens

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/sickn33/agentic-awesome-skills --skill shader-programming-glsl

After installing, type/shader-programming-glslin Claude Code to confirm it loaded.

Details

From the project README

Shader Programming GLSL

Overview

A comprehensive guide to writing GPU shaders using GLSL (OpenGL Shading Language). Learn syntax, uniforms, varying variables, and key mathematical concepts like swizzling and vector operations for visual effects.

When to Use This Skill

  • Use when creating custom visual effects in WebGL, Three.js, or game engines.
  • Use when optimizing graphics rendering performance.
  • Use when implementing post-processing effects (blur, bloom, color correction).
  • Use when procedurally generating textures or geometry on the GPU.

Step-by-Step Guide

1. Structure: Vertex vs. Fragment

The basic syntax below targets GLSL ES 1.00/WebGL 1. Host engines may inject matrices/attributes; raw WebGL must bind them explicitly. GLSL ES 3.00 uses in/out and a declared fragment output instead of attribute/varying/gl_FragColor. Compile the vertex and fragment shaders separately, link them into a program, and inspect compile/link logs.

Understand the pipeline:

  • Vertex Shader: Transforms 3D coordinates to 2D screen space (gl_Position).
  • Fragment Shader: Colors individual pixels (gl_FragColor).
// Vertex Shader (basic)
attribute vec3 position;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;

void main() {
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
// Fragment Shader (basic)
precision mediump float;
uniform vec3 color;

void main() {
    gl_FragColor = vec4(color, 1.0);
}
2. Uniforms and Varyings
  • uniform: Data constant for all vertices/fragments (passed from CPU).
  • varying: Data interpolated from vertex to fragment shader.
// Separate vertex and fragment shader snippets; both declare varying vec2 vUv.
// Vertex shader also needs attribute vec2 uv and the matrices/position above.
// Raw WebGL fragment shader needs a float precision declaration.
varying vec2 vUv;

// In Vertex Shader
void main() {
    vUv = uv;
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}

// In Fragment Shader
void main() {
    // Gradient based on UV
    gl_FragColor = vec4(vUv.x, vUv.y, 1.0, 1.0);
}
3. Swizzling & Vector Math

Access vector components freely: vec4 color = vec4(1.0, 0.5, 0.0, 1.0);

  • color.rgb -> vec3(1.0, 0.5, 0.0)
  • color.zyx -> vec3(0.0, 0.5, 1.0) (reordering)

Examples

Example 1: Simple Raymarching (SDF Sphere)

This is a Shadertoy-style fragment entry point using host-supplied iResolution; it requires a host wrapper for raw WebGL.

float sdSphere(vec3 p, float s) {
    return length(p) - s;
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
    vec3 ro = vec3(0.0, 0.0, -3.0); // Ray Origin
    vec3 rd = normalize(vec3(uv, 1.0)); // Ray Direction
    
    float t = 0.0;
    bool hit = false;
    for(int i = 0; i < 64; i++) {
        vec3 p = ro + rd * t;
        float d = sdSphere(p, 1.0); // Sphere radius 1.0
        if(d < 0.001) { hit = true; break; }
        t += d;
        if(t > 10.0) break;
    }
    
    vec3 col = vec3(0.0);
    if(hit) {
        vec3 p = ro + rd * t;
        vec3 normal = normalize(p);
        col = normal * 0.5 + 0.5; // Color by normal
    }
    
    fragColor = vec4(col, 1.0);
}

Best Practices

  • ✅ Do: Use mix() for linear interpolation instead of manual math.
  • ✅ Do: Use step() and smoothstep() for thresholding and soft edges (avoid if branches).
  • ✅ Do: Pack data into vectors (vec4) to minimize memory access.
  • ❌ Don't: Use heavy branching (if-else) inside loops if possible; it hurts GPU parallelism.
  • ❌ Don't: Calculate constant values inside the shader; pre-calculate them on the CPU (uniforms).

Troubleshooting

Problem: Shader compiles but screen is black. Solution: Check the full clip-space transform and homogeneous gl_Position.w; perspective projection does not generally produce w = 1. Check if uniforms are actually being set from the host application. Verify UV coordinates are within [0, 1].

For GLSL ES fragment precision portability, see Khronos guidance. Profile branch/vector optimizations on the target GPU; these style suggestions do not guarantee a speedup.

Limitations

  • Use this skill only when the task clearly matches the scope described above.
  • Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
  • Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.

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