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shader-programming-glsl

Helps write efficient GLSL shaders for games and the web. Explains syntax and common effects to create amazing visuals.

What it does

This guide teaches how to create visual effects for games and websites using a special language called GLSL. It shows how to make graphics look good and run fast.

When to use it

  • ✓Creating custom visual effects in games or websites.
  • ✓Optimizing how fast graphics appear on screen.
  • ✓Adding effects like blur or glow to images.

Example of what to ask your AI

“How do I create a glowing effect on a 3D object using GLSL?”

Want more? Open the sections below.

How to use

The easiest way: copy the message below and paste it into Claude, ChatGPT, Cursor or any AI. It reads the skill and follows the instructions.

Skill link

https://github.com/sickn33/agentic-awesome-skills/blob/main/plugins/agentic-awesome-skills-claude/skills/shader-programming-glsl/SKILL.md

Ready-to-paste message

Use this skill to help me: https://github.com/sickn33/agentic-awesome-skills/blob/main/plugins/agentic-awesome-skills-claude/skills/shader-programming-glsl/SKILL.md Read the SKILL.md file at that link and follow its instructions for my task.
How it works

GLSL is used to give direct instructions to the graphics card (GPU). It has two main parts: one that defines the shape (vertex shader) and another that defines the color of each tiny dot on the screen (fragment shader).

Installation

Easiest way: copy the skill link and paste it into Claude, ChatGPT or Cursor asking it to follow the instructions.

In the terminal (Claude Code, Codex, Cursor), in your project folder:

npx skills add sickn33/agentic-awesome-skills --skill shader-programming-glsl

Or download just the file:

curl -L https://raw.githubusercontent.com/sickn33/agentic-awesome-skills/main/plugins/agentic-awesome-skills-claude/skills/shader-programming-glsl/SKILL.md -o SKILL.md
Technical content (original SKILL.md)

Original text by the author, straight from GitHub.

Shader Programming GLSL

Overview

A comprehensive guide to writing GPU shaders using GLSL (OpenGL Shading Language). Learn syntax, uniforms, varying variables, and key mathematical concepts like swizzling and vector operations for visual effects.

When to Use This Skill

  • Use when creating custom visual effects in WebGL, Three.js, or game engines.
  • Use when optimizing graphics rendering performance.
  • Use when implementing post-processing effects (blur, bloom, color correction).
  • Use when procedurally generating textures or geometry on the GPU.

Step-by-Step Guide

1. Structure: Vertex vs. Fragment

Understand the pipeline:

  • Vertex Shader: Transforms 3D coordinates to 2D screen space (gl_Position).
  • Fragment Shader: Colors individual pixels (gl_FragColor).
// Vertex Shader (basic)
attribute vec3 position;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;

void main() {
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
// Fragment Shader (basic)
uniform vec3 color;

void main() {
    gl_FragColor = vec4(color, 1.0);
}

2. Uniforms and Varyings

  • uniform: Data constant for all vertices/fragments (passed from CPU).
  • varying: Data interpolated from vertex to fragment shader.
// Passing UV coordinates
varying vec2 vUv;

// In Vertex Shader
void main() {
    vUv = uv;
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}

// In Fragment Shader
void main() {
    // Gradient based on UV
    gl_FragColor = vec4(vUv.x, vUv.y, 1.0, 1.0);
}

3. Swizzling & Vector Math

Access vector components freely: vec4 color = vec4(1.0, 0.5, 0.0, 1.0);

  • color.rgb -> vec3(1.0, 0.5, 0.0)
  • color.zyx -> vec3(0.0, 0.5, 1.0) (reordering)

Examples

Example 1: Simple Raymarching (SDF Sphere)

float sdSphere(vec3 p, float s) {
    return length(p) - s;
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
    vec3 ro = vec3(0.0, 0.0, -3.0); // Ray Origin
    vec3 rd = normalize(vec3(uv, 1.0)); // Ray Direction
    
    float t = 0.0;
    for(int i = 0; i < 64; i++) {
        vec3 p = ro + rd * t;
        float d = sdSphere(p, 1.0); // Sphere radius 1.0
        if(d < 0.001) break;
        t += d;
    }
    
    vec3 col = vec3(0.0);
    if(t < 10.0) {
        vec3 p = ro + rd * t;
        vec3 normal = normalize(p);
        col = normal * 0.5 + 0.5; // Color by normal
    }
    
    fragColor = vec4(col, 1.0);
}

Best Practices

  • ✅ Do: Use mix() for linear interpolation instead of manual math.
  • ✅ Do: Use step() and smoothstep() for thresholding and soft edges (avoid if branches).
  • ✅ Do: Pack data into vectors (vec4) to minimize memory access.
  • ❌ Don't: Use heavy branching (if-else) inside loops if possible; it hurts GPU parallelism.
  • ❌ Don't: Calculate constant values inside the shader; pre-calculate them on the CPU (uniforms).

Troubleshooting

Problem: Shader compiles but screen is black. Solution: Check if gl_Position.w is correct (usually 1.0). Check if uniforms are actually being set from the host application. Verify UV coordinates are within [0, 1].

Limitations

  • Use this skill only when the task clearly matches the scope described above.
  • Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
  • Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
FAQ

What are 'uniforms' and 'varyings'?

'Uniforms' are pieces of information that don't change for all objects, like the overall color. 'Varyings' are pieces of information that change from one point to another, like texture details.

Why shouldn't I use 'if' statements inside shaders?

Using 'if' can slow down the graphics card because it processes many things at once. It's better to use other functions that are faster for the GPU.

My shader compiles, but the screen is black. What could be wrong?

Check if the coordinates are correct and if the information you're sending to the shader (uniforms) is being set up properly by the main program.

Details

Original description by the author

Expert guide for writing efficient GLSL shaders (Vertex/Fragment) for web and game engines, covering syntax, uniforms, and common effects.

repo: sickn33/agentic-awesome-skills

Popularity

GitHub stars
48k
Ranking position
#4155
License
MIT
Updated
10/15/2026

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