barmoshe/claude-creative-stack

shader-smith

Author GLSL fragment shaders for visual effects, backgrounds, post-processing, and generative visuals, and wrap them in a runnable WebGL2 or Three.js r128 preview.

Voir la source

Mode d’emploi

  1. Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
  2. Consultez le document original pour les outils, identifiants et environnements requis.
  3. Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/barmoshe/claude-creative-stack --skill shader-smith

Avant de commencer

  • L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
  • Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Document Skill original

Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.

Shader Smith

Opinionated about GLSL style; minimal about the host code.

When to trigger

  • "Write a shader that looks like X"
  • "Raymarch a scene"
  • "SDF logo"
  • "Background effect with mouse"
  • "Post-processing filter"

Pick a host first

TargetHost
Standalone preview, no sceneVanilla WebGL2 in one HTML artifact
In an existing Three.js r128 sceneShaderMaterial / RawShaderMaterial (artifact)
R3F scene<shaderMaterial /> — delegate to freshtechbro/claudedesignskills
Pixi v8 filterFilter + fragment shader

GLSL ES 3.00 template

glsl
#version 300 es
precision highp float;

uniform vec2  uResolution;
uniform float uTime;
uniform vec2  uMouse;       // 0..1

out vec4 fragColor;

// --- helpers ---------------------------------------------------------------
float hash21(vec2 p){ p = fract(p*vec2(234.34,435.345)); p += dot(p, p+34.23); return fract(p.x*p.y); }
float noise(vec2 p){
  vec2 i = floor(p), f = fract(p);
  float a = hash21(i), b = hash21(i+vec2(1,0)), c = hash21(i+vec2(0,1)), d = hash21(i+vec2(1,1));
  vec2 u = f*f*(3.-2.*f);
  return mix(a,b,u.x) + (c-a)*u.y*(1.-u.x) + (d-b)*u.x*u.y;
}

// --- main ------------------------------------------------------------------
void main(){
  vec2 uv = (gl_FragCoord.xy - 0.5*uResolution) / uResolution.y;
  float n = noise(uv*4.0 + uTime*0.3);
  vec3 col = mix(vec3(0.05,0.07,0.12), vec3(0.9,0.55,0.3), n);
  fragColor = vec4(col, 1.0);
}

Minimal WebGL2 host (HTML artifact)

Key points the scaffold must include:

  • Fullscreen triangle, not quad — 1 draw call, no index buffer.
  • Resize handler that sets canvas.width = cssW * devicePixelRatio.
  • requestAnimationFrame loop feeding uTime in seconds.
  • Pointer-move listener writing to uMouse normalized.
  • Respect prefers-reduced-motion — pause time.

Technique cheat sheet

TechniqueWhen to reach for
SDF 2D (circle/box/rounded) + smoothstepCrisp shapes, logos, UI glow
Domain warp (p += noise(p))Organic flows, liquid, fabric
fBm (fractal Brownian motion)Clouds, terrain noise, paper
Raymarch SDF 3D3D scenes with no geometry upload
Worley / VoronoiCells, skin, crystals
Feedback (ping-pong FBO)Trails, reaction-diffusion, blur

Delegation

  • Full scene-graph shader work with multiple passes → hand to freshtechbro/claudedesignskills Three.js / R3F skills.
  • This skill: single-shader effects + wrapper.

Common pitfalls

  • precision highp float; — always declare; mobile defaults vary.
  • #version 300 es must be the first line (no preceding comment).
  • Avoid dynamic loops on mobile GPUs — unroll or cap iterations.
  • gl_FragCoord.y points up in WebGL; invert if matching image coords.

Output shape

  1. Approach — 2 sentences on technique.
  2. Shader in a fenced block labeled glsl.
  3. Full HTML artifact (shader + host) in a fenced block labeled html.
  4. Uniform reference table.
  5. Known artifacts — one paragraph on mobile/perf caveats.

Further reading

  • knowledge/05-graphics-design.md — GLSL cheat sheet.
  • knowledge/03-artifacts.md — Three.js r128 and three/examples/jsm restrictions.
  • artifacts/html/shader-playground.html — working starter.

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