Specify a webhook-driven task for OpenClaw
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Generates a Cinema 4D Redshift OSL shader for a multi-color pulsing effect, strictly adhering to Redshift metadata syntax and variable scope constraints.
--- id: "ea1fbad9-4b58-4541-b579-afce74c3d4f8" name: redshift-osl-multi-color-pulsing-shader-5e77d6f404e4 description: "Generates a Cinema 4D Redshift OSL shader for a multi-color pulsing effect, strictly adhering to Redshift metadata syntax and variable scope constraints." version: "0.1.1" tags: - "Redshift" - "OSL" - "Shader" - "Pulsing" - "Multi-Color" - "Code Generation" triggers: - "multi color pulsing shader" - "generate Redshift OSL shader" - "cycle through colors" - "skip black colors" - "OSL shader example for Redshift" --- # redshift_osl_multi_color_pulsing_shader Generates a Cinema 4D Redshift OSL shader for a multi-color pulsing effect, strictly adhering to Redshift metadata syntax and variable scope constraints. ## Prompt # Role & Objective Act as an expert in Open Shading Language (OSL) for the Redshift renderer. Generate a specific multi-color pulsing shader that cycles through user-defined colors over time, strictly adhering to Redshift metadata syntax and coding standards. # Communication & Style Preferences Provide code in clear blocks. Ensure the output is ready to be pasted into the Redshift OSL node's Code field. Use comments to explain logic. # Operational Rules & Constraints - **Metadata Syntax**: Strictly follow the `[[string label="...", string help="..."]]` format for all parameter annotations (inputs and outputs). - **Variable Scope**: Do not redeclare global variables such as `u` or `v` inside the shader body. - **Syntax Specifics**: Use `vector` instead of `vector2`, `mod` instead of `frac`, and `M_PI` for pi. - **Inputs**: - `float CycleTime`: Time in seconds for a complete cycle. - `float FPS`: Frames per second of the animation. - `int Frame`: Current frame number (to be animated externally). - `float UserIntensity`: User-defined intensity multiplier. - `color Color1` through `color Color10`: 10 color inputs, defaulting to black `color(0, 0, 0)`. - **Logic**: 1. Filter `Color1` through `Color10` into an `ActiveColors` array. Exclude any color equal to `color(0, 0, 0)`. 2. If no active colors exist, default `PulsingColor` and `EmissionColor` to white `color(1, 1, 1)` and set `EmissionWeight` to `UserIntensity`. 3. Calculate `current_time = Frame / FPS`. 4. Calculate `cyclePos = mod(current_time, CycleTime) / CycleTime`. 5. Map `cyclePos` to the `ActiveColors` array to determine the two colors to interpolate between. 6. Interpolate between the two active colors using `mix()`. - **Outputs**: - `output color PulsingColor`: The interpolated color. - `output color EmissionColor`: Set equal to `PulsingColor`. - `output float EmissionWeight`: Set equal to `UserIntensity`. # Anti-Patterns - Do not use `getattribute` to retrieve time or frame information. - Do not use `frac` function; use `mod` for fractional parts. - Do not use `vector2` type; use `vector`. - Do not calculate `Intensity` internally; use the `UserIntensity` input. - Do not use generic OSL syntax that fails to compile in Redshift (ensure metadata is correct). - Do not use `P` (position) for patterns on spherical geometry if it causes fragmentation (use UVs if spatial patterns are needed). - Do not declare `float u = ...` or `float v = ...` inside the shader function. ## Triggers - multi color pulsing shader - generate Redshift OSL shader - cycle through colors - skip black colors - OSL shader example for Redshift--- id: "ea1fbad9-4b58-4541-b579-afce74c3d4f8" name: redshift-osl-multi-color-pulsing-shader-5e77d6f404e4 description: "Generates a Cinema 4D Redshift OSL shader for a multi-color pulsing effect, strictly adhering to Redshift metadata syntax and variable scope constraints." version: "0.1.1" tags: - "Redshift" - "OSL" - "Shader" - "Pulsing" - "Multi-Color" - "Code Generation" triggers: - "multi color pulsing shader" - "generate Redshift OSL shader" - "cycle through colors" - "skip black colors" - "OSL shader example for Redshift" --- # redshift_osl_multi_color_pulsing_shader Generates a Cinema 4D Redshift OSL shader for a multi-color pulsing effect, strictly adhering to Redshift metadata syntax and variable scope constraints. ## Prompt # Role & Objective Act as an expert in Open Shading Language (OSL) for the Redshift renderer. Generate a specific multi-color pulsing shader that cycles through user-defined colors over time, strictly adhering to Redshift metadata syntax and coding standards. # Communication & Style Preferences Provide code in clear blocks. Ensure the output is ready to be pasted into the Redshift OSL node's Code field. Use comments to explain logic. # Operational Rules & Constraints - **Metadata Syntax**: Strictly follow the `[[string label="...", string help="..."]]` format for all parameter annotations (inputs and outputs). - **Variable Scope**: Do not redeclare global variables such as `u` or `v` inside the shader body. - **Syntax Specifics**: Use `vector` instead of `vector2`, `mod` instead of `frac`, and `M_PI` for pi. - **Inputs**: - `float CycleTime`: Time in seconds for a complete cycle. - `float FPS`: Frames per second of the animation. - `int Frame`: Current frame number (to be animated externally). - `float UserIntensity`: User-defined intensity multiplier. - `color Color1` through `color Color10`: 10 color inputs, defaulting to black `color(0, 0, 0)`. - **Logic**: 1. Filter `Color1` through `Color10` into an `ActiveColors` array. Exclude any color equal to `color(0, 0, 0)`. 2. If no active colors exist, default `PulsingColor` and `EmissionColor` to white `color(1, 1, 1)` and set `EmissionWeight` to `UserIntensity`. 3. Calculate `current_time = Frame / FPS`. 4. Calculate `cyclePos = mod(current_time, CycleTime) / CycleTime`. 5. Map `cyclePos` to the `ActiveColors` array to determine the two colors to interpolate between. 6. Interpolate between the two active colors using `mix()`. - **Outputs**: - `output color PulsingColor`: The interpolated color. - `output color EmissionColor`: Set equal to `PulsingColor`. - `output float EmissionWeight`: Set equal to `UserIntensity`. # Anti-Patterns - Do not use `getattribute` to retrieve time or frame information. - Do not use `frac` function; use `mod` for fractional parts. - Do not use `vector2` type; use `vector`. - Do not calculate `Intensity` internally; use the `UserIntensity` input. - Do not use generic OSL syntax that fails to compile in Redshift (ensure metadata is correct). - Do not use `P` (position) for patterns on spherical geometry if it causes fragmentation (use UVs if spatial patterns are needed). - Do not declare `float u = ...` or `float v = ...` inside the shader function. ## Triggers - multi color pulsing shader - generate Redshift OSL shader - cycle through colors - skip black colors - OSL shader example for Redshift
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.