shader-dev
Shader Craft
A unified skill covering 36 GLSL shader techniques (ShaderToy-compatible) for real-time visual effects.
Invocation
/shader-dev <request>
$ARGUMENTS contains the user's request (e.g. "create a raymarched SDF scene with soft shadows").
Skill Structure
shader-dev/
├── SKILL.md # Core skill (this file)
├── techniques/ # Implementation guides (read per routing table)
│ ├── ray-marching.md # Sphere tracing with SDF
│ ├── sdf-3d.md # 3D signed distance functions
│ ├── lighting-model.md # PBR, Phong, toon shading
│ ├── procedural-noise.md # Perlin, Simplex, FBM
│ └── ... # 34 more technique files
└── reference/ # Detailed guides (read as needed)
├── ray-marching.md # Math derivations & advanced patterns
├── sdf-3d.md # Extended SDF theory
├── lighting-model.md # Lighting math deep-dive
├── procedural-noise.md # Noise function theory
└── ... # 34 more reference files
How to Use
- Read the Technique Routing Table below to identify which technique(s) match the user's request
- Read the relevant file(s) from
techniques/— each file contains core principles, implementation steps, and complete code templates - If you need deeper understanding (math derivations, advanced patterns), follow the reference link at the bottom of each technique file to
reference/ - Apply the WebGL2 Adaptation Rules below when generating standalone HTML pages
Technique Routing Table
| User wants to create... | Primary technique | Combine with |
|---|---|---|
| 3D objects / scenes from math | ray-marching + sdf-3d | lighting-model, shadow-techniques |
| Complex 3D shapes (booleans, blends) | csg-boolean-operations | sdf-3d, ray-marching |
| Infinite repeating patterns in 3D | domain-repetition | sdf-3d, ray-marching |
| Organic / warped shapes | domain-warping | procedural-noise |
| Fluid / smoke / ink effects | fluid-simulation | multipass-buffer |
| Particle effects (fire, sparks, snow) | particle-system | procedural-noise, color-palette |
| Physically-based simulations | simulation-physics | multipass-buffer |
| Game of Life / reaction-diffusion | cellular-automata | multipass-buffer, color-palette |
| Ocean / water surface | water-ocean | atmospheric-scattering, lighting-model |
| Terrain / landscape | terrain-rendering | atmospheric-scattering, procedural-noise |
| Clouds / fog / volumetric fire | volumetric-rendering | procedural-noise, atmospheric-scattering |
| Sky / sunset / atmosphere | atmospheric-scattering | volumetric-rendering |
| Realistic lighting (PBR, Phong) | lighting-model | shadow-techniques, ambient-occlusion |
| Shadows (soft / hard) | shadow-techniques | lighting-model |
| Ambient occlusion | ambient-occlusion | lighting-model, normal-estimation |
| Path tracing / global illumination | path-tracing-gi | analytic-ray-tracing, multipass-buffer |
| Precise ray-geometry intersections | analytic-ray-tracing | lighting-model |
| Voxel worlds (Minecraft-style) | voxel-rendering | lighting-model, shadow-techniques |
| Noise / FBM textures | procedural-noise | domain-warping |
| Tiled 2D patterns | procedural-2d-pattern | polar-uv-manipulation |
| Voronoi / cell patterns | voronoi-cellular-noise | color-palette |
| Fractals (Mandelbrot, Julia, 3D) | fractal-rendering | color-palette, polar-uv-manipulation |
| Color grading / palettes | color-palette | — |
| Bloom / tone mapping / glitch | post-processing | multipass-buffer |
| Multi-pass ping-pong buffers | multipass-buffer | — |
| Texture / sampling techniques | texture-sampling | — |
| Camera / matrix transforms | matrix-transform | — |
| Surface normals | normal-estimation | — |
| Polar coords / kaleidoscope | polar-uv-manipulation | procedural-2d-pattern |
| 2D shapes / UI from SDF | sdf-2d | color-palette |
| Procedural audio / music | sound-synthesis | — |
| SDF tricks / optimization | sdf-tricks | sdf-3d, ray-marching |
| Anti-aliased rendering | anti-aliasing | sdf-2d, post-processing |
| Depth of field / motion blur / lens effects | camera-effects | post-processing, multipass-buffer |
| Advanced texture mapping / no-tile textures | texture-mapping-advanced | terrain-rendering, texture-sampling |
| WebGL2 shader errors / debugging | webgl-pitfalls | — |
Technique Index
Geometry & SDF
- sdf-2d — 2D signed distance functions for shapes, UI, anti-aliased rendering
- sdf-3d — 3D signed distance functions for real-time implicit surface modeling
- csg-boolean-operations — Constructive solid geometry: union, subtraction, intersection with smooth blending
- domain-repetition — Infinite space repetition, folding, and limited tiling
- domain-warping — Distort domains with noise for organic, flowing shapes
- sdf-tricks — SDF optimization, bounding volumes, binary search refinement, hollowing, layered edges, debug visualization
Ray Casting & Lighting
- ray-marching — Sphere tracing with SDF for 3D scene rendering
- analytic-ray-tracing — Closed-form ray-primitive intersections (sphere, plane, box, torus)
- path-tracing-gi — Monte Carlo path tracing for photorealistic global illumination
- lighting-model — Phong, Blinn-Phong, PBR (Cook-Torrance), and toon shading
- shadow-techniques — Hard shadows, soft shadows (penumbra estimation), cascade shadows
- ambient-occlusion — SDF-based AO, screen-space AO approximation
- normal-estimation — Finite-difference normals, tetrahedron technique
Simulation & Physics
- fluid-simulation — Navier-Stokes fluid solver with advection, diffusion, pressure projection
- simulation-physics — GPU-based physics: springs, cloth, N-body gravity, collision
- particle-system — Stateless and stateful particle systems (fire, rain, sparks, galaxies)
- cellular-automata — Game of Life, reaction-diffusion (Turing patterns), sand simulation
Natural Phenomena
- water-ocean — Gerstner waves, FFT ocean, caustics, underwater fog
- terrain-rendering — Heightfield ray marching, FBM terrain, erosion
- atmospheric-scattering — Rayleigh/Mie scattering, god rays, SSS approximation
- volumetric-rendering — Volume ray marching for clouds, fog, fire, explosions
Procedural Generation
- procedural-noise — Value noise, Perlin, Simplex, Worley, FBM, ridged noise
- procedural-2d-pattern — Brick, hexagon, truchet, Islamic geometric patterns
- voronoi-cellular-noise — Voronoi diagrams, Worley noise, cracked earth, crystal
- fractal-rendering — Mandelbrot, Julia sets, 3D fractals (Mandelbox, Mandelbulb)
- color-palette — Cosine palettes, HSL/HSV/Oklab, dynamic color mapping
Post-Processing & Infrastructure
- post-processing — Bloom, tone mapping (ACES, Reinhard), vignette, chromatic aberration, glitch
- multipass-buffer — Ping-pong FBO setup, state persistence across frames
- texture-sampling — Bilinear, bicubic, mipmap, procedural texture lookup
- matrix-transform — Camera look-at, projection, rotation, orbit controls
- polar-uv-manipulation — Polar/log-polar coordinates, kaleidoscope, spiral mapping
- anti-aliasing — SSAA, SDF analytical AA, temporal anti-aliasing (TAA), FXAA post-process
- camera-effects — Depth of field (thin lens), motion blur, lens distortion, film grain, vignette
- texture-mapping-advanced — Biplanar mapping, texture repetition avoidance, ray differential filtering
Audio
- sound-synthesis — Procedural audio in GLSL: oscillators, envelopes, filters, FM synthesis
Debugging & Validation
- webgl-pitfalls — Common WebGL2/GLSL errors:
fragCoord,main()wrapper, function order, macro limitations, uniform null
WebGL2 Adaptation Rules
All technique files use ShaderToy GLSL style. When generating standalone HTML pages, apply these adaptations:
Shader Version & Output
- Use
canvas.getContext("webgl2") - Shader first line:
#version 300 es, fragment shader addsprecision highp float; - Fragment shader must declare:
out vec4 fragColor; - Vertex shader:
attribute→in,varying→out - Fragment shader:
varying→in,gl_FragColor→fragColor,texture2D()→texture()
Fragment Coordinate
- Use
gl_FragCoord.xyinstead offragCoord(WebGL2 does not havefragCoordbuilt-in)
// WRONG
vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
// CORRECT
vec2 uv = (2.0 * gl_FragCoord.xy - iResolution.xy) / iResolution.y;
main() Wrapper for ShaderToy Templates
- ShaderToy uses
void mainImage(out vec4 fragColor, in vec2 fragCoord) - WebGL2 requires standard
void main()entry point — always wrap mainImage:
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
// shader code...
fragColor = vec4(col, 1.0);
}
void main() {
mainImage(fragColor, gl_FragCoord.xy);
}
Function Declaration Order
- GLSL requires functions to be declared before use — either declare before use or reorder:
// WRONG — getAtmosphere() calls getSunDirection() before it's defined
vec3 getAtmosphere(vec3 dir) { return getSunDirection(); } // Error!
vec3 getSunDirection() { return normalize(vec3(1.0)); }
// CORRECT — define callee first
vec3 getSunDirection() { return normalize(vec3(1.0)); }
vec3 getAtmosphere(vec3 dir) { return getSunDirection(); } // Works
Macro Limitations
#definecannot use function calls — useconstinstead:
// WRONG
#define SUN_DIR normalize(vec3(0.8, 0.4, -0.6))
// CORRECT
const vec3 SUN_DIR = vec3(0.756, 0.378, -0.567); // Pre-computed normalized value
Script Tag Extraction
- When extracting shader source from
<script>tags, ensure#versionis the first character — use.trim():
const fs = document.getElementById('fs').text.trim();
Common Pitfalls
- Unused uniforms: Compiler may optimize away unused uniforms, causing
gl.getUniformLocation()to returnnull— always use uniforms in a way the compiler cannot optimize out - Loop indices: Use runtime constants in loops, not
#definemacros in some ES versions - Terrain functions: Functions like
terrainM(vec2)need XZ components — useterrainM(pos.xz + offset)notterrainM(pos + offset)
HTML Page Setup
When generating a standalone HTML page:
- Canvas fills the entire viewport, auto-resizes on window resize
- Page background black, no scrollbars:
body { margin: 0; overflow: hidden; background: #000; } - Implement ShaderToy-compatible uniforms:
iTime,iResolution,iMouse,iFrame - For multi-pass effects (Buffer A/B), use WebGL2 framebuffer + ping-pong (see multipass-buffer technique)
Common Pitfalls
JS Variable Declaration Order (TDZ — causes white screen crash)
let/const variables must be declared at the top of the <script> block, before any function that references them:
// 1. State variables FIRST
let frameCount = 0;
let startTime = Date.now();
// 2. Canvas/GL init, shader compile, FBO creation
const canvas = document.getElementById('canvas');
const gl = canvas.getContext('webgl2');
// ...
// 3. Functions and event bindings LAST
function resize() { /* can now safely reference frameCount */ }
function render() { /* ... */ }
window.addEventListener('resize', resize);
Reason: let/const have a Temporal Dead Zone — referencing them before declaration throws ReferenceError, causing a white screen.
GLSL Compilation Errors (self-check after writing shaders)
- Function signature mismatch: Call must exactly match definition in parameter count and types. If defined as
float fbm(vec3 p), cannot callfbm(uv)with avec2 - Reserved words as variable names: Do not use:
patch,cast,sample,filter,input,output,common,partition,active - Strict type matching:
vec3 x = 1.0is illegal — usevec3 x = vec3(1.0); cannot use.zto access avec2 - No ternary on structs: ESSL does not allow ternary operator on struct types — use
if/elseinstead
Performance Budget
Deployment environments may use headless software rendering with limited GPU power. Stay within these limits:
- Ray marching main loop: ≤ 128 steps
- Volume sampling / lighting inner loops: ≤ 32 steps
- FBM octaves: ≤ 6 layers
- Total nested loop iterations per pixel: ≤ 1000 (exceeding this freezes the browser)
Quick Recipes
Common effect combinations — complete rendering pipelines assembled from technique modules.
Photorealistic SDF Scene
- Geometry: sdf-3d (extended primitives) + csg-boolean-operations (cubic/quartic smin)
- Rendering: ray-marching + normal-estimation (tetrahedron method)
- Lighting: lighting-model (outdoor three-light model) + shadow-techniques (improved soft shadow) + ambient-occlusion
- Atmosphere: atmospheric-scattering (height-based fog with sun tint)
- Post: post-processing (ACES tone mapping) + anti-aliasing (2x SSAA) + camera-effects (vignette)
Organic / Biological Forms
- Geometry: sdf-3d (extended primitives + deformation operators: twist, bend) + csg-boolean (gradient-aware smin for material blending)
- Detail: procedural-noise (FBM with derivatives) + domain-warping
- Surface: lighting-model (subsurface scattering approximation via half-Lambert)
Procedural Landscape
- Terrain: terrain-rendering + procedural-noise (erosion FBM with derivatives)
- Texturing: texture-mapping-advanced (biplanar mapping + no-tile)
- Sky: atmospheric-scattering (Rayleigh/Mie + height fog)
- Water: water-ocean (Gerstner waves) + lighting-model (Fresnel reflections)
Stylized 2D Art
- Shapes: sdf-2d (extended library) + sdf-tricks (layered edges, hollowing)
- Color: color-palette (cosine palettes) + polar-uv-manipulation (kaleidoscope)
- Polish: anti-aliasing (SDF analytical AA) + post-processing (bloom, chromatic aberration)
Shader Debugging Techniques
Visual debugging methods — temporarily replace your output to diagnose issues.
| What to check | Code | What to look for |
|---|---|---|
| Surface normals | col = nor * 0.5 + 0.5; |
Smooth gradients = correct normals; banding = epsilon too large |
| Ray march step count | col = vec3(float(steps) / float(MAX_STEPS)); |
Red hotspots = performance bottleneck; uniform = wasted iterations |
| Depth / distance | col = vec3(t / MAX_DIST); |
Verify correct hit distances |
| UV coordinates | col = vec3(uv, 0.0); |
Check coordinate mapping |
| SDF distance field | col = (d > 0.0 ? vec3(0.9,0.6,0.3) : vec3(0.4,0.7,0.85)) * (0.8 + 0.2*cos(150.0*d)); |
Visualize SDF bands and zero-crossing |
| Checker pattern (UV) | col = vec3(mod(floor(uv.x*10.)+floor(uv.y*10.), 2.0)); |
Verify UV distortion, seams |
| Lighting only | col = vec3(shadow); or col = vec3(ao); |
Isolate shadow/AO contributions |
| Material ID | col = palette(matId / maxMatId); |
Verify material assignment |
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