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shader-dev

Comprehensive GLSL shader techniques for creating stunning visual effects — ray marching, SDF modeling, fluid simulation, particle systems, procedural generation, lighting, post-processing, and more.

Install / Use

npx skills add MiniMax-AI/skills --skill shader-dev

Installs into whichever agent you are using.

About this skill
📄

SKILL.md

Installable skill definition

Quality Score

93/100

Supported Platforms

Universal

Tags

Our assessment of shader-dev

shader-dev scores 93/100 on our quality scale, 259th of 1,995 Development & Engineering skills we index (top 13%).

Its SKILL.md is 16 KB long, well organised into 33 sections with 8 code examples: a thorough specification that gives an agent plenty to work with.

With 13,641 GitHub stars, it is one of the more widely adopted skills in the catalogue.

Substance
30/30
Structure
20/20
Description
15/15
Adoption
18/20
Freshness
11/15

Maintenance, license and trust

  • The repository was last updated about 5 months ago. That is recent enough to be usable, but agent tooling moves fast, so check the instructions against your agent's current version.
  • It is released under the MIT license, a permissive license that allows use, modification and commercial use with attribution.
  • Its trust signals score 98/100, with no cautions. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.

shader-dev compared with similar skills

All 4 of these similar skills score higher than shader-dev; compare them before choosing.

SkillScoreStarsUpdatedFormat
shader-dev (this skill)by MiniMax-AI9313.6k5mo agoSKILL.md
ai-job-searchby MadsLorentzen10044.0k5d agoCLAUDE.md
claude-howtoby luongnv8910041.7ktodayCLAUDE.md
algorithmic-artby anthropics100177.9k3d agoSKILL.md
pptxby anthropics100177.9k3d agoSKILL.md

Frequently asked questions

How do I install shader-dev?
Run npx skills add MiniMax-AI/skills --skill shader-dev. The install tabs above show the steps for each supported agent.
Which AI agents does shader-dev work with?
It is written for Universal, as a SKILL.md file. Other agents that read the same format can often use it too.
Is shader-dev safe to use?
It is MIT-licensed and scores 98/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
Is shader-dev still maintained?
The repository was last updated about 5 months ago. That is recent enough to be usable, but agent tooling moves fast, so check the instructions against your agent's current version.

name: shader-dev description: Comprehensive GLSL shader techniques for creating stunning visual effects — ray marching, SDF modeling, fluid simulation, particle systems, procedural generation, lighting, post-processing, and more. license: MIT metadata: version: "1.0" category: graphics

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

  1. Read the Technique Routing Table below to identify which technique(s) match the user's request
  2. Read the relevant file(s) from techniques/ — each file contains core principles, implementation steps, and complete code templates
  3. If you need deeper understanding (math derivations, advanced patterns), follow the reference link at the bottom of each technique file to reference/
  4. 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 adds precision 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.xy instead of fragCoord (WebGL2 does not have fragCoord built-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

  • #define cannot use function calls — use const instead:
// 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 #version is 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 return null — always use uniforms in a way the compiler cannot optimize out
  • Loop indices: Use runtime constants in loops, not #define macros in some ES versions
  • Terrain functions: Functions like terrainM(vec2) need XZ components — use terrainM(pos.xz + offset) not terrainM(pos + offset)

HTML Page Setup

When generating a sta

Truncated for display — read the full file on GitHub.

Related Skills

View on GitHub
GitHub Stars13.6k
CategoryDevelopment
Updated5mo ago
Forks1.2k

Languages

C#

Trust signals

98/100

From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.

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