关于 shader-fundamentals
shader-fundamentals 是用于学习 GLSL 着色器概念与模式的参考技能,面向图形开发者。内容涵盖图形管线、着色器数据与内置变量、坐标变换、常见效果、调试和精度。
主要功能
- 01顶点与片段着色器基础
- 02GLSL 类型与限定符
- 03坐标空间变换
- 04内置函数与常见模式
- 05着色器调试与精度
适用场景
- 01学习着色器阶段的工作方式
- 02编写 GLSL 变换与效果
- 03排查常见着色器问题
安装
复制下面的命令,在终端中运行。
$
npx skills add https:/ / github.com/ bbeierle12/ skill-mcp-claude --skill shader-fundamentals安装后在 Claude Code 中输入/shader-fundamentals确认已加载。
附带文件_meta.jsonreferences/glsl-types.md
详细介绍
着色器基础
GLSL(OpenGL 着色语言)运行在 GPU 上。顶点着色器用于变换几何体;片元着色器用于为像素着色。
快速入门
// Vertex Shader
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
attribute vec3 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
// Fragment Shader
uniform float uTime;
varying vec2 vUv;
void main() {
vec3 color = vec3(vUv, sin(uTime) * 0.5 + 0.5);
gl_FragColor = vec4(color, 1.0);
}
图形管线
Vertex Data → [Vertex Shader] → Primitives → Rasterization → [Fragment Shader] → Pixels
↑ ↑ ↑
attributes transforms per-pixel color
| 阶段 | 运行对象 | 用途 |
|---|---|---|
| 顶点着色器 | 顶点 | 变换位置,并将数据传递给片元着色器 |
| 片元着色器 | 像素 | 计算最终颜色 |
数据类型
标量
bool b = true;
int i = 42;
float f = 3.14;
向量
vec2 v2 = vec2(1.0, 2.0);
vec3 v3 = vec3(1.0, 2.0, 3.0);
vec4 v4 = vec4(1.0, 2.0, 3.0, 4.0);
// Integer vectors
ivec2 iv2 = ivec2(1, 2);
ivec3 iv3 = ivec3(1, 2, 3);
// Boolean vectors
bvec2 bv2 = bvec2(true, false);
分量选取
vec4 color = vec4(1.0, 0.5, 0.2, 1.0);
vec3 rgb = color.rgb; // (1.0, 0.5, 0.2)
vec2 rg = color.rg; // (1.0, 0.5)
float r = color.r; // 1.0
// Reorder
vec3 bgr = color.bgr; // (0.2, 0.5, 1.0)
// Duplicate
vec3 rrr = color.rrr; // (1.0, 1.0, 1.0)
// Position aliases (xyzw = rgba = stpq)
vec3 pos = v4.xyz;
vec2 uv = v4.st;
矩阵
mat2 m2; // 2x2
mat3 m3; // 3x3
mat4 m4; // 4x4
// Access columns
vec4 col0 = m4[0];
// Access element
float val = m4[1][2]; // column 1, row 2
采样器
uniform sampler2D uTexture; // 2D texture
uniform samplerCube uCubemap; // Cube map
// Sample texture
vec4 texColor = texture2D(uTexture, vUv);
vec4 cubeColor = textureCube(uCubemap, direction);
变量限定符
Uniform(CPU → GPU,每次绘制时恒定)
// Set from JavaScript, same for all vertices/fragments
uniform float uTime;
uniform vec3 uColor;
uniform mat4 uModelMatrix;
uniform sampler2D uTexture;
Attribute(每顶点数据)
// Only in vertex shader
attribute vec3 position; // Built-in: vertex position
attribute vec3 normal; // Built-in: vertex normal
attribute vec2 uv; // Built-in: texture coordinates
attribute vec3 color; // Built-in: vertex color
// Custom attributes
attribute float aScale;
attribute vec3 aOffset;
Varying(顶点 → 片元,经过插值)
// Vertex shader: write
varying vec2 vUv;
varying vec3 vNormal;
void main() {
vUv = uv;
vNormal = normal;
}
// Fragment shader: read (interpolated across triangle)
varying vec2 vUv;
varying vec3 vNormal;
void main() {
// vUv is interpolated between triangle vertices
}
内置变量
顶点着色器
// Output (must write)
vec4 gl_Position; // Clip-space position
// Output (optional)
float gl_PointSize; // Point sprite size (for gl.POINTS)
片元着色器
// Input
vec4 gl_FragCoord; // Window-space position (pixel coordinates)
bool gl_FrontFacing; // True if front face
vec2 gl_PointCoord; // Point sprite coordinates [0,1]
// Output
vec4 gl_FragColor; // Final pixel color
坐标空间
Local/Object Space
↓ modelMatrix
World Space
↓ viewMatrix
View/Eye/Camera Space
↓ projectionMatrix
Clip Space (-1 to 1)
↓ perspective divide
NDC (Normalized Device Coordinates)
↓ viewport transform
Screen Space (pixels)
常用矩阵(Three.js/R3F)
uniform mat4 modelMatrix; // Local → World
uniform mat4 viewMatrix; // World → View
uniform mat4 projectionMatrix; // View → Clip
uniform mat4 modelViewMatrix; // Local → View (modelMatrix * viewMatrix)
uniform mat3 normalMatrix; // For transforming normals
uniform vec3 cameraPosition; // Camera world position
标准顶点变换
void main() {
// Full transform chain
vec4 worldPosition = modelMatrix * vec4(position, 1.0);
vec4 viewPosition = viewMatrix * worldPosition;
vec4 clipPosition = projectionMatrix * viewPosition;
gl_Position = clipPosition;
// Or combined (more efficient)
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
内置函数
数学
// Trigonometry
sin(x), cos(x), tan(x)
asin(x), acos(x), atan(x)
atan(y, x) // atan2
// Exponential
pow(x, y) // x^y
exp(x) // e^x
log(x) // ln(x)
sqrt(x) // √x
inversesqrt(x) // 1/√x
// Common
abs(x)
sign(x) // -1, 0, or 1
floor(x)
ceil(x)
fract(x) // x - floor(x)
mod(x, y) // x % y (floating point)
min(x, y)
max(x, y)
clamp(x, min, max)
mix(a, b, t) // Linear interpolation: a*(1-t) + b*t
step(edge, x) // 0 if x < edge, else 1
smoothstep(e0, e1, x) // Smooth Hermite interpolation
向量
length(v) // Vector magnitude
distance(a, b) // length(a - b)
dot(a, b) // Dot product
cross(a, b) // Cross product (vec3 only)
normalize(v) // Unit vector
reflect(I, N) // Reflection vector
refract(I, N, eta) // Refraction vector
faceforward(N, I, Nref) // Flip normal if needed
常见模式
UV 坐标
// vUv ranges from (0,0) at bottom-left to (1,1) at top-right
varying vec2 vUv;
void main() {
// Center UVs: -0.5 to 0.5
vec2 centered = vUv - 0.5;
// Aspect-corrected (assuming you pass uResolution)
vec2 uv = vUv;
uv.x *= uResolution.x / uResolution.y;
// Tiling
vec2 tiled = fract(vUv * 4.0); // 4x4 tiles
// Polar coordinates
float angle = atan(centered.y, centered.x);
float radius = length(centered);
}
颜色运算
// Grayscale (perceptual weights)
float gray = dot(color.rgb, vec3(0.299, 0.587, 0.114));
// Contrast
color = (color - 0.5) * contrast + 0.5;
// Brightness
color += brightness;
// Saturation
float gray = dot(color, vec3(0.299, 0.587, 0.114));
color = mix(vec3(gray), color, saturation);
// Gamma correction
color = pow(color, vec3(1.0 / 2.2)); // Linear to sRGB
color = pow(color, vec3(2.2)); // sRGB to linear
平滑过渡
// Hard edge
float mask = step(0.5, value);
// Soft edge
float mask = smoothstep(0.4, 0.6, value);
// Anti-aliased edge (screen-space)
float mask = smoothstep(-fwidth(value), fwidth(value), value);
调试
可视化数值
// Show UVs as color
gl_FragColor = vec4(vUv, 0.0, 1.0);
// Show normals
gl_FragColor = vec4(vNormal * 0.5 + 0.5, 1.0);
// Show depth
float depth = gl_FragCoord.z;
gl_FragColor = vec4(vec3(depth), 1.0);
// Show value range (red=negative, green=positive)
gl_FragColor = vec4(max(0.0, value), max(0.0, -value), 0.0, 1.0);
常见错误
| 问题 | 可能原因 |
|---|---|
| 黑屏 | 未设置 gl_Position,或数值为 NaN |
| Uniform 未更新 | 名称错误或类型不匹配 |
| 纹理为黑色 | 纹理尚未加载,或 UV 错误 |
| 闪烁 | Z 冲突、精度问题 |
| 表面呈棱面感 | 法线未插值 |
精度
// Declare precision (required in fragment shader for WebGL 1)
precision highp float;
precision mediump float;
precision lowp float;
| 精度 | 范围 | 使用场景 |
|---|---|---|
| highp | ~10^38 | 位置、矩阵 |
| mediump | ~10^14 | UV、颜色 |
| lowp | ~2 | 简单标志 |
文件结构
shader-fundamentals/
├── SKILL.md
├── references/
│ ├── glsl-types.md # Complete type reference
│ ├── builtin-functions.md # All built-in functions
│ └── coordinate-spaces.md # Transform pipeline
└── scripts/
└── templates/
├── basic.glsl # Starter template
└── fullscreen.glsl # Fullscreen quad shader
参考资料
references/glsl-types.md— 完整的数据类型参考references/builtin-functions.md— 所有 GLSL 内置函数references/coordinate-spaces.md— 变换管线深入解析
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