mcpField
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shader-router

shader-router

github.com/bbeierle12Development970 installsUpdated 1d ago
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About shader-router

A routing skill for selecting among four specialized GLSL shader skills based on visual goals and techniques. It recommends combinations for effects such as procedural textures, terrain, and raymarched 3D scenes.

Key features

  1. 01Classify visual goals
  2. 02Match shader skills by signals
  3. 03Combine specialized skills
  4. 04Route by priority and confidence
  5. 05Recommend skill combinations

Use cases

  1. 01Choosing skills for procedural textures
  2. 02Planning shader work for terrain
  3. 03Routing stylized shape and glow effects
  4. 04Selecting skills for raymarched scenes

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill shader-router

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

Bundled files_meta.json

Details

From the project README

Shader Router

Routes to 4 specialized GLSL shader skills based on task requirements.

Routing Protocol

  1. Classify — Identify what visual result is needed
  2. Match — Find skill(s) with highest signal match
  3. Combine — Most shaders need 2-3 skills together
  4. Load — Read matched SKILL.md files before implementation

Quick Route

Tier 1: Core (Always Consider)
Task TypeSkillPrimary Signal Words
Writing shadersshader-fundamentalsGLSL, vertex, fragment, uniform, varying, coordinate
Organic patternsshader-noisenoise, procedural, terrain, clouds, turbulence, organic
Tier 2: Specialized (Add When Needed)
Task TypeSkillPrimary Signal Words
Shapes/geometryshader-sdfshape, circle, box, boolean, union, morph, raymarch
Visual polishshader-effectsglow, bloom, chromatic, distortion, vignette, glitch

Signal Matching Rules

Priority Order

When multiple signals present, resolve by priority:

  1. Explicit technique — "use simplex noise" → shader-noise
  2. Visual goal — "organic look" → shader-noise
  3. Shape need — "rounded rectangle" → shader-sdf
  4. Polish need — "add glow" → shader-effects
  5. Default — Start with shader-fundamentals
Confidence Scoring
  • High (3+ signals) — Route immediately
  • Medium (1-2 signals) — Route with shader-fundamentals as base
  • Low (0 signals) — Ask: "What visual effect are you trying to achieve?"

Common Combinations

Procedural Texture (2 skills)
shader-fundamentals → Vertex/fragment setup, uniforms
shader-noise        → Noise functions, FBM

Wiring: Fundamentals provides shader structure, noise generates patterns.

Stylized Shape (3 skills)
shader-fundamentals → Shader setup, UV handling
shader-sdf          → Shape definition, boolean ops
shader-effects      → Glow, outline, anti-aliasing

Wiring: SDF defines shape, effects add visual polish.

Terrain/Landscape (2 skills)
shader-fundamentals → Vertex displacement, lighting
shader-noise        → Height generation, detail layers

Wiring: Noise generates heightmap, fundamentals handles displacement and shading.

Holographic/Cyberpunk (3 skills)
shader-fundamentals → Fresnel, scanlines base
shader-noise        → Animated distortion
shader-effects      → Chromatic aberration, glitch, glow

Wiring: Layer multiple effects for complex visual style.

UI/Logo Animation (3 skills)
shader-fundamentals → Animation timing, UV manipulation
shader-sdf          → Shape primitives, morphing
shader-effects      → Glow, dissolve, outline

Wiring: SDF creates shapes, effects add transitions.

Raymarched 3D (3 skills)
shader-fundamentals → Ray setup, lighting math
shader-sdf          → 3D primitives, scene composition
shader-noise        → Surface detail, displacement

Wiring: SDF defines geometry, noise adds organic detail.

Decision Table

Visual GoalOrganic?Shapes?Effects?Route To
CloudsYesNoMaybefundamentals + noise
LogoNoYesYesfundamentals + sdf + effects
TerrainYesNoNofundamentals + noise
Fire/smokeYesNoYesfundamentals + noise + effects
UI elementNoYesYesfundamentals + sdf + effects
Abstract artYesMaybeYesall skills
3D raymarchMaybeYesMaybefundamentals + sdf + (noise)

Skill Dependencies

shader-fundamentals (foundation)
├── shader-noise (extends fundamentals)
├── shader-sdf (extends fundamentals)
└── shader-effects (extends fundamentals)
  • Always start with shader-fundamentals
  • shader-noise and shader-sdf are often independent
  • shader-effects typically applied last

Visual Goal → Technique Mapping

Want ThisUse This
Natural/organic lookNoise (FBM, turbulence)
Geometric shapesSDF primitives
Smooth morphingSDF smooth operations
Infinite patternsSDF repetition
Terrain heightNoise + vertex displacement
Water/causticsNoise + Worley
Glow/bloomEffects (glow functions)
Retro/CRT lookEffects (scanlines, grain)
TransitionsSDF dissolve or Effects dissolve
OutlinesSDF or Effects (both have methods)

Fallback Behavior

  • Unknown technique → Start with shader-fundamentals
  • No clear signals → Ask: "Describe the visual you're trying to create"
  • Performance concerns → Check shader-noise optimization tips

Quick Decision Flowchart

User Request
     │
     ▼
┌─────────────────────┐
│ Writing shaders?    │──Yes──▶ shader-fundamentals (always)
└─────────────────────┘
     │
     ▼
┌─────────────────────┐
│ Organic/natural?    │──Yes──▶ + shader-noise
└─────────────────────┘
     │
     ▼
┌─────────────────────┐
│ Geometric shapes?   │──Yes──▶ + shader-sdf
└─────────────────────┘
     │
     ▼
┌─────────────────────┐
│ Visual polish?      │──Yes──▶ + shader-effects
└─────────────────────┘

Reference

See individual skill files for detailed patterns:

  • /mnt/skills/user/shader-fundamentals/SKILL.md
  • /mnt/skills/user/shader-noise/SKILL.md
  • /mnt/skills/user/shader-sdf/SKILL.md
  • /mnt/skills/user/shader-effects/SKILL.md

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