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
- 01Classify visual goals
- 02Match shader skills by signals
- 03Combine specialized skills
- 04Route by priority and confidence
- 05Recommend skill combinations
Use cases
- 01Choosing skills for procedural textures
- 02Planning shader work for terrain
- 03Routing stylized shape and glow effects
- 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-routerAfter installing, type/shader-routerin Claude Code to confirm it loaded.
Bundled files_meta.json
Details
From the project READMEShader Router
Routes to 4 specialized GLSL shader skills based on task requirements.
Routing Protocol
- Classify — Identify what visual result is needed
- Match — Find skill(s) with highest signal match
- Combine — Most shaders need 2-3 skills together
- Load — Read matched SKILL.md files before implementation
Quick Route
Tier 1: Core (Always Consider)
| Task Type | Skill | Primary Signal Words |
|---|---|---|
| Writing shaders | shader-fundamentals | GLSL, vertex, fragment, uniform, varying, coordinate |
| Organic patterns | shader-noise | noise, procedural, terrain, clouds, turbulence, organic |
Tier 2: Specialized (Add When Needed)
| Task Type | Skill | Primary Signal Words |
|---|---|---|
| Shapes/geometry | shader-sdf | shape, circle, box, boolean, union, morph, raymarch |
| Visual polish | shader-effects | glow, bloom, chromatic, distortion, vignette, glitch |
Signal Matching Rules
Priority Order
When multiple signals present, resolve by priority:
- Explicit technique — "use simplex noise" →
shader-noise - Visual goal — "organic look" →
shader-noise - Shape need — "rounded rectangle" →
shader-sdf - Polish need — "add glow" →
shader-effects - Default — Start with
shader-fundamentals
Confidence Scoring
- High (3+ signals) — Route immediately
- Medium (1-2 signals) — Route with
shader-fundamentalsas 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 Goal | Organic? | Shapes? | Effects? | Route To |
|---|---|---|---|---|
| Clouds | Yes | No | Maybe | fundamentals + noise |
| Logo | No | Yes | Yes | fundamentals + sdf + effects |
| Terrain | Yes | No | No | fundamentals + noise |
| Fire/smoke | Yes | No | Yes | fundamentals + noise + effects |
| UI element | No | Yes | Yes | fundamentals + sdf + effects |
| Abstract art | Yes | Maybe | Yes | all skills |
| 3D raymarch | Maybe | Yes | Maybe | fundamentals + 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-noiseandshader-sdfare often independentshader-effectstypically applied last
Visual Goal → Technique Mapping
| Want This | Use This |
|---|---|
| Natural/organic look | Noise (FBM, turbulence) |
| Geometric shapes | SDF primitives |
| Smooth morphing | SDF smooth operations |
| Infinite patterns | SDF repetition |
| Terrain height | Noise + vertex displacement |
| Water/caustics | Noise + Worley |
| Glow/bloom | Effects (glow functions) |
| Retro/CRT look | Effects (scanlines, grain) |
| Transitions | SDF dissolve or Effects dissolve |
| Outlines | SDF 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-noiseoptimization 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