ck:shader

Generate GLSL fragment shaders for procedural graphics in WebGL/Three.js projects.

1|Updated Mar 5, 2026
One-click install
npx skills add https://github.com/hotriluan/alkana_web --skill ck-shader-hotriluan
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ck:shader
Source: https://github.com/hotriluan/alkana_web/tree/main/.opencode/skills/shader
Command: npx skills add https://github.com/hotriluan/alkana_web --skill ck-shader-hotriluan

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

GLSL fragment shader development can be challenging for prototyping and learning; this Skill provides a structured guide to write GPU-accelerated shaders for procedural graphics, textures, and visual effects.

Core Features & Use Cases

  • Procedural textures and patterns (noise, SDFs, gradients) enable rich visuals without external assets.
  • Real-time animations and effects for WebGL/Three.js projects, shader experiments, and generative art.
  • Quick-start templates and extensive references to common GLSL functions and uniforms to accelerate debugging and iteration.

Quick Start

Create a fragment shader that renders a simple procedural color gradient using 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 write a GLSL fragment shader for procedural graphics?

To write a GLSL fragment shader for procedural graphics, you structure GPU code using typical uniforms like u_time and u_resolution alongside common GLSL functions to render real-time visual effects.

What is the best way to create procedural textures without external assets?

Creating procedural textures without external assets requires using GLSL fragment shaders to compute mathematical patterns like noise, signed distance fields, and gradients directly on the GPU.

Can I use generated GLSL fragment shaders in WebGL and Three.js projects?

You can use generated GLSL fragment shaders in WebGL and Three.js projects by applying the procedural code directly within real-time rendering contexts to execute visual effects and generative art.

How do I start a fragment shader that renders a simple color gradient?

To start a fragment shader rendering a color gradient, you create a basic structure mapping u_time and u_resolution uniforms to pixel coordinates to calculate and output interpolated colors.

Do I need external assets to generate real-time visual effects in a fragment shader?

You do not need external assets to generate real-time visual effects in a fragment shader; procedural generation uses mathematical functions and uniforms like u_time to create textures dynamically on the GPU.