SkillDevelopment & Engineering
Trace a request through a codebase
Follow one request from entry point to storage or external boundary with concrete file references.
✳Claude Code
By Dave AIDave AI original
MIT · FreeView skill
Expert guide for writing efficient GLSL shaders (Vertex/Fragment) for web and game engines, covering syntax, uniforms, and common effects.
---
name: shader-programming-glsl
description: "Expert guide for writing efficient GLSL shaders (Vertex/Fragment) for web and game engines, covering syntax, uniforms, and common effects."
risk: safe
source: community
date_added: "2026-02-27"
---
# 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`).
```glsl
// Vertex Shader (basic)
attribute vec3 position;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
```
```glsl
// 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.
```glsl
// 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.
```glsl
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](https://wikis.khronos.org/webgl/WebGL_and_OpenGL_Differences). 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.
---
name: shader-programming-glsl
description: "Expert guide for writing efficient GLSL shaders (Vertex/Fragment) for web and game engines, covering syntax, uniforms, and common effects."
risk: safe
source: community
date_added: "2026-02-27"
---
# 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`).
```glsl
// Vertex Shader (basic)
attribute vec3 position;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
```
```glsl
// 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.
```glsl
// 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.
```glsl
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](https://wikis.khronos.org/webgl/WebGL_and_OpenGL_Differences). 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.
Imported SKILL.md format for Claude Code, Codex and Cursor. Review the complete instructions and required tools before use. Package integrity checked; individual agent behavior has not been tested.