ck:shader
Write GLSL fragment shaders for procedural graphics. Topics: shapes (SDF), patterns, noise (Perlin/simplex/cellular), fBm, colors (HSB/RGB), matrices, gradients, animations. Use for generative art, textures, visual effects, WebGL, Three.js shaders.
Best use case
ck:shader is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Write GLSL fragment shaders for procedural graphics. Topics: shapes (SDF), patterns, noise (Perlin/simplex/cellular), fBm, colors (HSB/RGB), matrices, gradients, animations. Use for generative art, textures, visual effects, WebGL, Three.js shaders.
Teams using ck:shader should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/shader/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How ck:shader Compares
| Feature / Agent | ck:shader | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Write GLSL fragment shaders for procedural graphics. Topics: shapes (SDF), patterns, noise (Perlin/simplex/cellular), fBm, colors (HSB/RGB), matrices, gradients, animations. Use for generative art, textures, visual effects, WebGL, Three.js shaders.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# GLSL Fragment Shaders Write GPU-accelerated fragment shaders for procedural graphics, textures, and visual effects. ## When to Use - Creating procedural textures (wood, marble, clouds, terrain) - Drawing shapes with distance fields (SDF) - Generating patterns, noise, gradients - Building visual effects and animations - Writing custom shaders for Three.js, WebGL, Processing ## Core Concepts Fragment shaders execute **simultaneously on every pixel**. Each thread: - Receives pixel position via `gl_FragCoord` - Returns color via `gl_FragColor` (vec4: RGBA 0.0-1.0) - Cannot communicate with other threads (stateless) ## Standard Uniforms ```glsl uniform float u_time; // Elapsed seconds uniform vec2 u_resolution; // Canvas size (width, height) uniform vec2 u_mouse; // Mouse position in pixels ``` Normalize coordinates: `vec2 st = gl_FragCoord.xy / u_resolution;` ## Essential Functions | Function | Purpose | Example | |----------|---------|---------| | `mix(a,b,t)` | Linear interpolate | `mix(red, blue, 0.5)` | | `step(edge,x)` | Hard threshold | `step(0.5, st.x)` | | `smoothstep(e0,e1,x)` | Smooth threshold | `smoothstep(0.2, 0.8, st.x)` | | `fract(x)` | Fractional part | `fract(st * 3.0)` for tiling | | `mod(x,y)` | Modulo | `mod(st.x, 0.25)` | | `clamp(x,min,max)` | Constrain value | `clamp(col, 0.0, 1.0)` | | `length(v)` | Vector magnitude | `length(st - 0.5)` | | `distance(a,b)` | Euclidean distance | `distance(st, center)` | | `dot(a,b)` | Dot product | `dot(normal, lightDir)` | | `normalize(v)` | Unit vector | `normalize(direction)` | | `atan(y,x)` | Angle (radians) | `atan(st.y-0.5, st.x-0.5)` | | `sin/cos/pow/abs` | Math | Hardware-accelerated | ## Quick Patterns **Circle:** ```glsl float d = distance(st, vec2(0.5)); float circle = 1.0 - smoothstep(0.2, 0.21, d); ``` **Rectangle:** ```glsl vec2 bl = step(vec2(0.1), st); vec2 tr = step(vec2(0.1), 1.0 - st); float rect = bl.x * bl.y * tr.x * tr.y; ``` **Tiling:** ```glsl st = fract(st * 4.0); // 4x4 grid ``` **Animation:** ```glsl float wave = sin(st.x * 10.0 + u_time) * 0.5 + 0.5; ``` ## References (Progressive Disclosure) ### Fundamentals - `references/glsl-fundamentals-data-types-vectors-precision-coordinates.md` - `references/glsl-shaping-functions-step-smoothstep-curves-interpolation.md` ### Drawing - `references/glsl-colors-rgb-hsb-gradients-mixing-color-spaces.md` - `references/glsl-shapes-sdf-circles-rectangles-polar-distance-fields.md` - `references/glsl-shapes-polygon-star-polar-sdf-combinations.md` ### Procedural - `references/glsl-patterns-tiling-fract-matrices-transformations.md` - `references/glsl-pattern-symmetry-truchet-domain-warping.md` - `references/glsl-noise-random-perlin-simplex-cellular-voronoi.md` - `references/glsl-cellular-voronoi-worley-noise-patterns.md` - `references/glsl-fbm-fractional-brownian-motion-turbulence-octaves.md` - `references/glsl-procedural-textures-clouds-marble-wood-terrain.md` ### API Reference - `references/glsl-shader-builtin-functions-complete-api-reference.md` ## Tools - **Online Editor:** editor.thebookofshaders.com - **glslViewer:** CLI tool for running .frag files - **glslCanvas:** HTML embed for live shaders - **ShaderToy:** iTime, iResolution, iMouse uniforms ## External Resources - The Book of Shaders: https://thebookofshaders.com - LYGIA Library: https://lygia.xyz (reusable shader functions) - ShaderToy: https://shadertoy.com - Inigo Quilez Articles: https://iquilezles.org/articles/
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