ck:shader

Generate GLSL ES fragment shaders with noise, SDF shapes, and animations.

Updated Apr 2, 2026
One-click install
npx skills add https://github.com/hidonguyen/trade-ops --skill ck-shader-hidonguyen
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ck:shader
Source: https://github.com/hidonguyen/trade-ops/tree/main/.opencode/skills/shader
Command: npx skills add https://github.com/hidonguyen/trade-ops --skill ck-shader-hidonguyen

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Procedural shader development can be time-consuming and error-prone, requiring deep knowledge of GLSL, noise, SDF techniques, and animation uniforms; this Skill condenses best practices and reusable implementations so you can produce high-quality fragment shaders faster.

Core Features & Use Cases

  • Reusable Patterns and Recipes: Ready implementations for SDF shapes, tiling, domain warping, Truchet tiles, and polar symmetry to compose complex visuals.
  • Noise & Texture Tools: Perlin-like gradient noise, simplex noise, cellular/Voronoi, Worley variations, fBm, turbulence, ridged noise, and animated noise recipes for natural textures.
  • Color & Animation Utilities: HSB/RGB conversion functions, gradient builders, animated hue/brightness controls, and guidance on using common uniforms for time, resolution, and input.
  • Practical Applications: Use for ShaderToy, WebGL, Three.js fragment shaders, procedural textures (clouds, marble, wood), terrain heightmaps, fire/smoke effects, water caustics, and generative art.

Quick Start

Generate a GLSL fragment shader that renders an animated procedural cloud texture using fbm and simplex noise and is compatible with WebGL uniforms u_time and u_resolution.

Frequently Asked Questions about ck:shader

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate a GLSL fragment shader for procedural textures like clouds and marble?

Generate GLSL fragment shaders for procedural textures like clouds and marble by leveraging built-in recipes for fBm, simplex, and gradient noise. The Skill outputs GLSL ES compatible code using standard uniforms like u_time and u_resolution for immediate use in WebGL workflows.

Can I use this to create SDF shapes and animations for Three.js?

Yes, you can create SDF shapes and animations for Three.js. The Skill provides ready implementations for SDF composition, domain warping, and animated effects, producing fragment code that integrates directly into Three.js and WebGL rendering pipelines.

What's the best way to implement noise functions like Perlin, simplex, and Worley in a fragment shader?

The best way to implement noise functions like Perlin, simplex, and Worley in a fragment shader is using pre-built recipes for gradient, cellular, and ridged noise variations. The Skill condenses these best practices into reusable GLSL ES code to avoid common procedural generation errors.

Does this Skill support ShaderToy uniforms and workflows?

Yes, the Skill fully supports ShaderToy workflows by generating GLSL fragment code that utilizes standard uniforms such as u_time, u_resolution, and u_mouse. It includes ready-to-use implementations for polar symmetry, tiling, and color conversions needed for ShaderToy projects.

How do I build animated procedural fire and water caustics effects in WebGL?

Build animated procedural fire and water caustics effects in WebGL by combining the Skill's fBm, turbulence, and animated noise recipes. It generates GLSL ES fragment code with time-based animation controls and HSB/RGB color conversion utilities for dynamic visual effects.

What GLSL utilities are available for color conversions and domain warping?

Available GLSL utilities include HSB/RGB conversion functions, gradient builders, and animated hue controls for color manipulation, alongside domain warping and Truchet tiles for complex pattern composition. These functions output standardized GLSL ES code for procedural graphics rendering.