shader-programming-glsl
Write GPU Shaders with GLSL
Create stunning visual effects and optimize graphics rendering with GPU shaders. This guide teaches GLSL syntax, vertex and fragment shaders, and shader math for real-time graphics.
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اختبرها
استخدام "shader-programming-glsl". Create a shader that makes a pulsing glow effect centered on the screen
النتيجة المتوقعة:
A fragment shader using smoothstep and time-based sin functions to create radial gradient animation with color interpolation from center to edges
استخدام "shader-programming-glsl". How do I optimize this shader loop that runs 100 iterations?
النتيجة المتوقعة:
Recommendations to reduce iteration count, use early termination, precompute constants on CPU, and replace branching with step/mix functions for better GPU performance
التدقيق الأمني
آمنAll 33 static analysis findings are false positives. The SKILL.md file is educational documentation about GLSL shader programming. Backtick-quoted text represents GLSL code examples in markdown format, not shell command execution. C2 keywords and system reconnaissance patterns are GLSL built-in variables (gl_Position, gl_FragColor, varying) and shader language syntax. No actual security risks detected.
درجة الجودة
ماذا يمكنك بناءه
Web Developer Creating Interactive Visuals
Build custom shaders for Three.js projects, including animated backgrounds, particle systems, and post-processing effects for websites.
Game Developer Implementing Custom Effects
Write shaders for Unity or Unreal Engine to create unique visual styles, terrain generation, and real-time lighting effects.
Creative Coder Exploring Generative Art
Experiment with procedural generation using SDFs, raymarching, and fragment shader techniques for digital art installations.
جرّب هذه الموجهات
Help me write a basic GLSL fragment shader that creates a color gradient based on UV coordinates for use in Three.js.
Generate a vertex shader that applies a wave deformation to a mesh using a time uniform and sin/cos functions.
Create a raymarching fragment shader with multiple SDF shapes (sphere and box) combined using smooth union operations.
Write a bloom post-processing shader that extracts bright pixels, applies Gaussian blur, and composites back over the original image.
أفضل الممارسات
- Use mix() for interpolation and step()/smoothstep() for thresholds instead of if-else branching
- Precompute constant values on CPU and pass as uniforms rather than calculating in shader
- Pack related data into vec4 to minimize memory bandwidth and leverage GPU vector units
تجنب
- Heavy conditional branching inside loops reduces GPU parallelism and causes thread divergence
- Computing static values per-fragment instead of passing precomputed uniforms from CPU
- Unnecessary precision (using highp when mediump suffices) wastes bandwidth and power on mobile
الأسئلة المتكررة
What is the difference between vertex and fragment shaders?
Why is my shader showing a black screen?
What does swizzling mean in GLSL?
How do I pass data from vertex to fragment shader?
What is raymarching and when should I use it?
How can I improve shader performance on mobile devices?
تفاصيل المطور
المؤلف
sickn33الترخيص
MIT
المستودع
https://github.com/sickn33/antigravity-awesome-skills/tree/main/skills/shader-programming-glslمرجع
main
بنية الملفات
📄 SKILL.md