color-science-expert

Generates mathematically derived color palettes and HDR rendering pipelines for GLSL ES 3.0 shaders.

Updated Jul 13, 2026
One-click install
npx skills add https://github.com/Ohmnia/site-build --skill color-science-expert-ohmnia
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: color-science-expert
Source: https://github.com/Ohmnia/site-build/tree/main/.opencode/skills/color-science-expert
Command: npx skills add https://github.com/Ohmnia/site-build --skill color-science-expert-ohmnia

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Procedural shaders often rely on arbitrary hard-coded RGB values that produce flat, unrealistic visuals. This Skill replaces guesswork with mathematically derived color systems, ensuring every hue emerges from equations, lighting, atmosphere, and energy models. ## Core Features & Use Cases - Procedural Palette Generation: Builds cosine palettes, OKLab gradients, blackbody radiation curves, and spectral approximations instead of hard-coded color ramps. - Physically Grounded Rendering Pipeline: Enforces a strict order from palette through lighting, atmospheric absorption, emission, HDR composition, tone mapping, and gamma correction. - Audio-Reactive Color: Maps bass, treble, midrange, and rhythm to hue transitions, saturation, and brightness modulation for music-driven visuals. - Use Case: When writing a GLSL ES 3.0 fragment shader for an audio-reactive nebula scene, use this Skill to derive a blackbody-based star palette, apply volumetric colored fog, and finish with ACES tone mapping and gamma correction. ## Quick Start Ask the agent to design a mathematically derived color palette and HDR tone mapping pipeline for your GLSL shader scene.

Frequently Asked Questions about color-science-expert

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

FAQPage Schema
How do I create a procedural color palette in GLSL?

Use a cosine palette function that returns a + b*cos(6.28318*(c*t+d)) with vec3 parameters for offset, amplitude, frequency, and phase. This produces smooth, banding-free gradients that are GPU efficient and easy to modulate with audio input.

What tone mapping operators work best for HDR shaders?

ACES Filmic, Reinhard, Uncharted 2, and custom filmic curves are the preferred operators. Tone mapping should run after HDR composition and preserve highlight detail rather than clipping bright values prematurely.

Should gamma correction happen before or after lighting in GLSL?

Gamma correction must always be the final step, applied as pow(color, vec3(1.0/2.2)) after tone mapping. Lighting calculations performed in gamma space produce physically incorrect results.

How do I map audio to shader colors?

Map bass to large hue transitions, treble to accent highlights, midrange to saturation, and rhythm to brightness modulation. Silence should trigger subtle desaturation so color evolution follows the music naturally.

Why does my shader bloom look washed out?

White bloom and excessive intensity hide detail instead of revealing energy. Glow should inherit the emission color of the source and reinforce the palette identity rather than defaulting to white.

When should I avoid fully saturated colors in a scene?

Reserve maximum saturation for focal points only, since the eye naturally follows saturation contrast. Fully saturating an entire scene removes that contrast hierarchy and flattens visual attention.